How to Mod PR Co-op Game Mode (Unsupported)

Information and tutorials related to modding BF2.
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RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

hes right ROF is capt at 1800.

if you want the gun to fire faster, try adding a batch size code. just take one from a shotgun.

and if you change your mag size to "-1" you will have infinite ammo.
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RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

Use this line of code.

ObjectTemplate.fire.batchSize 12 <----this value is what your going to mess around with. but just so you know this "12" is how many rounds that come out each time you fire, but your mag will only show 1 round leaving the magazine. i dont know if this makes anysense but thats the way it works.

Just a side note, incase your really lost. toss that code into the weapons file anywhere that you see a cluster of "ObjectTemplate.fire."
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MadMartigan
Posts: 1
Joined: 2009-05-19 08:08

Re: How to begin Modding your PR_SP

Post by MadMartigan »

I just want to say this one of the greatest threads regarding PRSP, and is long overdue. Thanks!
I have been playing PR since v0.4 and have been hooked since. I just started trying to Mod PRSP with simple stuff from this guide and have found it very insightful....and yes remember to back-up your files if it doesn't work! :mrgreen:

Now for some help please. I like the game play of PRSP, but I have found that I like some weapons from other Mods( e.g. AIXtended). I was wondering if it was(how it is) possible to add weapons from AIX (e.g. Kimber 1911) to PRSP for USMC kits? I sure once it is broken down I could repeat the steps for other weapons I like.

Thanks again for a AWESOME guide! :-D
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

thats a good question, but..... I got some bad news.

This process can be a little lengthy.

I use to play Point of Existence, and i did the same thing i took some AIX weapons and converted them over to POE. Doing that is easy, but PR is different, because they use projectile templates and other things that im not aware of. I not sure what ive done wrong in the past but ive never been able to transfer weapons from other mods to PR.

basically instead of PR giving "guns" damage points they give "bullet types" damage. Which POE, AIX, and most other mods just give theyre "guns" a maximum and minimum damage point based on range from the shooter to the point of impact.

I think if i was really motivated enough, i might be able to do convert some weapons over. (im not going to lie ive never got any weapons to work in PR.)but to be honest after playing PR i find that most other mods weapons are just not modelled as nicely as PRs.

Also if you would like for me to show you how to exchange weapons from other mods like POE, AIX, OPK, and CQC i would be more than happy to. just ask and ill send you a PM with the information.
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Maybe a Dev would be kind enough to explain. Because I would like to know. There are a couple of FH weapons I would like to import into PR.
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ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: How to begin Modding your PR_SP

Post by ballard_44 »

RAW HOMICIDAL wrote: Maybe a Dev would be kind enough to explain. Because I would like to know. There are a couple of FH weapons I would like to import into PR.
Where are you failing in the process?

Have you made sure you 'ported' the HUD, the selection files/icons, textures, sounds, effects, etc?

It should always give you an error to work off of if its fubar.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: How to begin Modding your PR_SP

Post by Alex6714 »

Well the AIX weapons have the projectile defined in the file, where PR has standard ones set in other files. All you should need to do is delete the projectile code in the AIX weapon and replace

ObjectTemplate.projectileTemplate G36v_Projectile

with the PR one of the correct calibre for example.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


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victim913
Posts: 1
Joined: 2009-05-22 18:21

Re: How to begin Modding your PR_SP

Post by victim913 »

I have tried searching about this but i get too many to search through all. I like how PR is set up but on a couple vehicles I would like to change the driver and gunner to be just one driver/gunner. The bots are excellent but in some vehicles I would like to drive and fire like vanilla. Everytime i try changing it, the way i have in jets or in other mods, ( taking out the gunner or driver or switching codes) the turret drops underneath the vehicle or the Hud and sights go inside the vehicle and i see right through it. Is there anyway i can accomplish this? thanks
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: How to begin Modding your PR_SP

Post by single.shot (nor) »

the C7 is friggin NICE! i mean, 900rpm 5.56 out of a 4x scope!

EDIT: not to double-post:

OK, so I encountered a problem...
i cloned the mec kits and gave them all iraqknife and insgr_ak74m (and scopes for the appropriate kits, and so on) however, when i try mounting them on any map i get a CTD no matter what it i do that i can think of.

i named them all

Code: Select all

mecng_(insert usual kit name, officer for instance)

Code: Select all

ObjectTemplate.create Kit mec_officer
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.setNetworkableInfo KitInfo
ObjectTemplate.kitType Specops
ObjectTemplate.aiTemplate Specops
ObjectTemplate.geometry mec_kits
ObjectTemplate.geometry.kit 1
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.sethasCollisionPhysics 1
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.dropHeadwear mec_helmet
ObjectTemplate.cullRadiusScale 8

rem -------------------------------------
ObjectTemplate.addTemplate iraqknife
ObjectTemplate.addTemplate RUPIS_Baghira
ObjectTemplate.addTemplate insgr_ak74mscope
ObjectTemplate.addTemplate f1grenade_q4
ObjectTemplate.addTemplate hgr_smoke_signalgreen_mec
ObjectTemplate.addTemplate hgr_smoke_signalyellow
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_arab_3
rem ObjectTemplate.addTemplate hgr_incendiary
rem -------------------------------------

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair
ObjectTemplate.abilityHud.ammoSound S_Resupply

ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName 		"HUD_TEXT_MENU_SPAWN_KIT_OFFICERMEC"
ObjectTemplate.vehicleHud.miniMapIcon		"Ingame\Kits\Icons\kit_Officer_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon		"Ingame\Kits\Icons\kit_Officer.tga"
ObjectTemplate.vehicleHud.spottedIcon 		"Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound		S_SprintBreath
ObjectTemplate.vehicleHud.injurySound		S_Injury
ObjectTemplate.vehicleHud.vehicleType 		7







ok, so thats the officer kit, but i dont get why they wont work...
the thing is that i want both mec with G3s AND AK74s
Last edited by single.shot (nor) on 2009-05-26 15:17, edited 1 time in total.
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: How to begin Modding your PR_SP

Post by Outlawz7 »

ObjectTemplate.create Kit mec_officer
You forgot to rename this one.
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: How to begin Modding your PR_SP

Post by single.shot (nor) »

... and thats what we call a noob, you guys.
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: How to begin Modding your PR_SP

Post by ballard_44 »

lol...there is really nothing worse than having something fail because of a slight misnaming.
Can be really hard to figure out.
Carlez_1
Posts: 33
Joined: 2008-09-03 16:56

Re: How to begin Modding your PR_SP

Post by Carlez_1 »

RAW, did you ever figure out how to tweak the area attack reload time?
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

Yeah, alter the "time to live" code. in the maps gameplayobject.con

look for a vehicle spawn, with JDAM team 1 or team 2, or mortar, or arty
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Blordo
Posts: 15
Joined: 2007-07-15 18:11

How to add SP?

Post by Blordo »

I noticed that in a bunch of maps there is only gpm_coop and no sp# folders. I saw a post earlier in this discussion that said there was no navmesh or something for SP for some of these maps. Isn't COOP basicallly the same thing as SP and can't the sp1-3 modes be added by just copying the gpm_coop folder and renaming them and then updating the .desc file in the info folder? Anyway, I have done this in other mods but can't seem to do it here...is there any trick to this?

Any help would be much appreciated.

Cheers!
mp5punk
Posts: 1219
Joined: 2008-07-03 22:18

Re: How to begin Modding your PR_SP

Post by mp5punk »

homicidal i do not understand on how to change the blast of the IED i need to change mine for a movie i will be making can you help me?
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RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

are you talking about changing the blast effect or the blast power?
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RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to add SP?

Post by RAW HOMICIDAL »

Blordo wrote:I noticed that in a bunch of maps there is only gpm_coop and no sp# folders. I saw a post earlier in this discussion that said there was no navmesh or something for SP for some of these maps. Isn't COOP basicallly the same thing as SP and can't the sp1-3 modes be added by just copying the gpm_coop folder and renaming them and then updating the .desc file in the info folder? Anyway, I have done this in other mods but can't seem to do it here...is there any trick to this?

Any help would be much appreciated.

Cheers!

I tired my best to give you an explanation but evertime i type something up and read it over it just doesnt make any sense. maybe one of our mappers will have better luck.

sorry that i wasnt any help,
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Hans Martin Slayer
Retired PR Developer
Posts: 4090
Joined: 2007-01-21 02:20

Re: How to begin Modding your PR_SP

Post by Hans Martin Slayer »

COOP is basically the same as SP, it uses the same Gameplayobjects file.

Coop has just more options, e.g. you can choose the bot ratio, put up a maplist etc.

so we got rid of the SP gamemode a while ago as it's basically redundant.
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