M.O.A.B
'Light 'em up!'
+1,220|6451|Escea

I'm currently modding up Devil's Perch for a future BF2SF movie, and was wondering if there's a way to change the weapons for kits, i.e assigning the RPG to the MEC AT and giving the SEALs mostly MP5s, (alternatively the M4, thought this may create complications).

Also for any modders, does anyone know how you can get the flags and spawning vehicles to appear in the editor? I've done it before but forgot unfortunately.

Thx in advance.

https://img144.imageshack.us/img144/6435/screen980hd6.jpg

this is an older shot but gives the basic idea of the lighting
https://img177.imageshack.us/img177/1103/screen978mm0.jpg
Snake
Missing, Presumed Dead
+1,046|6794|England

Thats the Turkish_Night sky....thats a deserty themed sky, not DP
Cyrax-Sektor
Official Battlefield fanboy
+240|6376|San Antonio, Texas
I got into modding recently, and know how to give kits different weapons. I learned it from Citizen One's tut. http://forums.bf2s.com/viewtopic.php?id=20130
--------------------------------
How to make custom kits.

Note: I am only teaching how to edit one kit, the rest is up to you, but you should understand what to do after reading this.

First thing is first, create a new folder called “Levels abuse” like I said earlier. This is where you will be doing all your editing and stuff.

Ok, now that is out the way, onto the leet kit editing. Go into BF2'S Object Server.zip and go to Kits > US. Pull out one of the kit files to the levels abuse folder and we can start to edit. (I pulled out the Anti Tank file.)

Now then. Look for a string of text that says...


Code:

ObjectTemplate.create Kit US_AT
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.kitType AT
ObjectTemplate.aiTemplate AT
ObjectTemplate.geometry US_Kits
ObjectTemplate.geometry.kit 3
ObjectTemplate.geometry.dropGeom 13
ObjectTemplate.networkableInfo KitInfo
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.unlockIndex 0
ObjectTemplate.cullRadiusScale 2.4
Rename the Bit that says “US_AT” to whatever you want, like “Leet_Dude” or whatever. So it looks like this.

Code:

ObjectTemplate.create Kit Leet_Dude
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.kitType AT
ObjectTemplate.aiTemplate AT
ObjectTemplate.geometry US_Kits
ObjectTemplate.geometry.kit 3
ObjectTemplate.geometry.dropGeom 13
ObjectTemplate.networkableInfo KitInfo
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.unlockIndex 0
ObjectTemplate.cullRadiusScale 2.4
then save the file and rename it “Leet_Dude”. Now open it up again and lets continue to edit.

If you look down the page there is a line that says...


Code:

rem -------------------------------------
ObjectTemplate.addTemplate USATP_Predator
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate kni_knife
ObjectTemplate.addTemplate UnlockUSAT
ObjectTemplate.addTemplate UnlockUSAT2
ObjectTemplate.addTemplate USRIF_MP5_A3
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------
As you can guess, we are going to change this.
Now, I cant choose for you, this is just an example, but lets say that you feel the Anti Tank guys mp5 is a little...outdated, you feel it needs...I dunno, some kind of upgrade right? Well have no fear, we are going to do exactly that my friend. Lets give that Bitch a brand new MP5 used by European Special Forces. Change that bit that says “USRIF_MP5_A3” to “eurif_HK53A3” so it looks like this...


Code:

rem -------------------------------------
ObjectTemplate.addTemplate USATP_Predator
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate kni_knife
ObjectTemplate.addTemplate UnlockUSAT
ObjectTemplate.addTemplate UnlockUSAT2
ObjectTemplate.addTemplate eurif_HK53A3
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------
This will change the American guys Anti Tank kit so the MP5 is swapped for the European one. (By the way you can swap the pistol and knife for other weapons too if you wanted, but I will leave that to you. Now then, you are probably wondering how to get this brand spanking new awesome kit into game right? Your dying to try this baby out! Well pay attention.

We are going to make a new mod, yes I know its anoying and most of you already have one, but for those who dont, this is what you do.

Right click on your “xpack” mod folder and select “copy” then paste it into the folder you in right now, which is the mods folder. Then when it has finished copying, rename it “My_Mod” or whatever. Yup we are done with this bit...moving swiftly on...

Go into your new mods level folder and select the map you want to use the custom kit/s on and in that level folder quickly make a new folder called “Objects” and within that folder make another folder called “kits” then paste over your custom kit you made into that folder. Now then, come back to the level folder and drag your “Objects” folder into both server and Client.zips. Sorry your not done quite yet, now drag out the init.con file from the server.zip somewhere and start to edit it with notepad. In the init.con there is a line of text that says... (This is not always the same, this is just what Daqing Oilfields has in its init.con file, yes I copied over the BF2 vanilla map into my custom mods level folder but you should get the general idea of where to paste the following text...)


Code:

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\Daqing_oilfields\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
Now under that you need to paste...

Code:

run Objects\Kits\Leet_Dude.con
Or whatever you named your custom kit. So it looks like...

Code:

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\Daqing_oilfields\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run Objects\Kits\Leet_Dude.con
Now that is done, save the init file to the desktop and drag it back into your server.zip. Thats that bit out of the way, but still more to do. Now open the init.con file again and look for a kit you want to change. I changed the US anti tank kit with my custom kit. Do that by changing..

Code:

gameLogic.setKit 1 6 "CH_AT" "ch_heavy_soldier"
gameLogic.setKit 2 6 "US_AT" "us_heavy_soldier"
to

Code:

gameLogic.setKit 1 6 "CH_AT" "ch_heavy_soldier"
gameLogic.setKit 2 6 "Leet_Dude" "us_heavy_soldier"
Now save the init.con again, and again drag it back into the server.zip. If all goes well, when you load Daqing and play as the US anti tank dude, you should have a brand new mp5. Damn that took ages to write, I seriously fucking hope I didn't miss anything... Nah I think it's fine. If you have problems I probably wont help with this one, because I dont know if I did it right myself lol.

If you Crash To desktop while editing kits, please read the following...

Hellshark1 wrote:

Firstly Hello all

This piece of coding u are trying will not work unless u go change the item index of the weapon. When u have two weopons in the same items index the game will crash while loading. For example u have the gbrif_l96a1 with an item index of 3 and the sasrif_fn2000 wich also has an item index of 3. Therefore your game crashes. U have to customly go change the item indexes so that none of your items has the same item index in the same kit.


http://img45.imageshack.us/img45/8708/s … 5ai.th.png
--------------------------------
^^^ Credits to Citizen One and Hellshark1

Last edited by Cyrax-Sektor (2008-04-07 11:49:02)

Luigi
Sniper Whore
+97|6407|Wisconsin
^What he said about the kits, just edit the soldier files in notepad

About the levels, Im not sure.. Im trying to do the same thing with getting the dirtbikes from the dirtbike mini-mod into other maps.

Edit: http://bfeditor.org/forums/index.php?sh … ing+levels
Here thats how you edit the map

Last edited by LuigiMcOwnage (2008-04-07 13:20:46)

Cyrax-Sektor
Official Battlefield fanboy
+240|6376|San Antonio, Texas

LuigiMcOwnage wrote:

About the levels, I'm not sure.. I'm trying to do the same thing with getting the dirtbikes from the dirtbike mini-mod into other maps.
Each object in BF2 and any mods has a client and a server. So, you have to extract all the goods you want from another mod's Object_client.zip and Object_server.zip, and add all of those files into your mod's Object_client.zip and Object_server.zip. Pain in the toosh? Yeah, I know.

Well, there may be a different, easier way to do it. Simply make a copy of the Object_client and Object_server of the desired mod you want to take from, and give them a different name (no spaces so Objects_dirtbike_client.zip will do). Place Objects_dirtbike_client.zip and Objects_dirtbike_server.zip into your mod's folder.

Now, in the folder of your mod, there's a .con you can edit with Notepad. Open 'ClientArchives.con'. There are lines telling the game which clients/servers to use.

So add:

fileManager.mountArchive Objects_dirtbike_client Objects

into that file, and save. It should work, because that's how vanilla uses the boosters_client and boosters_server to get its content without a messy extraction and rezipping. GG EA

Last edited by Cyrax-Sektor (2008-04-07 14:15:49)

Luigi
Sniper Whore
+97|6407|Wisconsin

Cyrax-Sektor wrote:

LuigiMcOwnage wrote:

About the levels, I'm not sure.. I'm trying to do the same thing with getting the dirtbikes from the dirtbike mini-mod into other maps.
Each object in BF2 and any mods has a client and a server. So, you have to extract all the goods you want from another mod's Object_client.zip and Object_server.zip, and add all of those files into your mod's Object_client.zip and Object_server.zip. Pain in the toosh? Yeah, I know.

Well, there may be a different, easier way to do it. Simply make a copy of the Object_client and Object_server of the desired mod you want to take from, and give them a different name (no spaces so Objects_dirtbike_client.zip will do). Place Objects_dirtbike_client.zip and Objects_dirtbike_server.zip into your mod's folder.

Now, in the folder of your mod, there's a .con you can edit with Notepad. Open 'ClientArchives.con'. There are lines telling the game which clients/servers to use.

So add:

fileManager.mountArchive Objects_dirtbike Objects

into that file, and save. It should work, because that's how vanilla uses the boosters_client and boosters_server to get its content without a messy extraction and rezipping.
Oh, I knew that already, I was talking about how to open a map like Karkand and replace in a mod. Specifically, I'm trying to import the dirtbikes to Battleracer2, I think dirtbike races would be awesome, but I can't figure out how to do it... (replace the buggies with dirtbikes). When I try to open the map, the terrain is all screwed up, and there are no flags. When I try to place the dirtbike as an object spawner, dirtbike isnt on the list in the tweaker bar.
Cyrax-Sektor
Official Battlefield fanboy
+240|6376|San Antonio, Texas
Oh, I haven't worked with the editor yet, I'm just doing Notepad editing atm. Good luck!

Maybe open the gameplayobjects.con of the level with Notepad, and manually changing what spawns could help.
M.O.A.B
'Light 'em up!'
+1,220|6451|Escea

lol got a bit lost on the bit about making a new mod, will have to read through that bit carefully. I think its because it talks about editing the kits in vanilla but then says to copy the xpack folder.
Luigi
Sniper Whore
+97|6407|Wisconsin

Cyrax-Sektor wrote:

Oh, I haven't worked with the editor yet, I'm just doing Notepad editing atm. Good luck!

Maybe open the gameplayobjects.con of the level with Notepad, and manually changing what spawns could help.
Yeah, I'm working on it.. I suck at using notepad to edit stuff, I spent like 2 weeks trying to get the Ufo from custom map gm_area69 in my level, I could get the vehicle in, but with no animations or sound? I had to edit all of the .con's and .tweak becuase they were coded into the level, and I couldnt get it..
Here is a link to the bf2 dirtbike minimod if you want to give it a try... gl if you do...
http://battlefield2.filefront.com/file/ … ddon;72242
Cyrax-Sektor
Official Battlefield fanboy
+240|6376|San Antonio, Texas
It is rather puzzling, took me a few nights to work out what I had to.

Now, it depends, do you want to make a new mod or map?

For custom kits, doesn't matter which way you go, both mod and map can have custom kits. Because, the custom kit(s) is in the actual level folder, and the weapons are retrieved from Objects_client and Objects_server.

Last edited by Cyrax-Sektor (2008-04-07 14:35:15)

Luigi
Sniper Whore
+97|6407|Wisconsin
^I decided just to make my level in Surreal Mod 2, which also has the UFO, and thats where I stopped, project finished. What I want to do now is place the dirtbike from the above mini mod and replace the buggies in battleracer with the dirtbikes, keeping it still in battleracer, just replacing the bikes.

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