[?] Custom Kit Spawner for Custom Map?

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chuckduck
Posts: 227
Joined: 2009-02-22 12:08

[?] Custom Kit Spawner for Custom Map?

Post by chuckduck »

I know it is possible to implant custom textures and music in the custom maps folders.
And use the custom textures or music via scripts or triggerables.

But is it possible to add a custom kit spawner to the maps folder and in the init file have it loaded?

I just thought id ask just incase anyone has done it before to no result. :-P

I attached a picture with what im thinking about doing, has anyone already attempted this? :confused:

Thanks
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [?]Custom Kit Spawner for Custom Map?

Post by Wilkinson »

Kinda Confused.

Do you want 1 New kit or

like a whole new team?
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [?]Custom Kit Spawner for Custom Map?

Post by chuckduck »

Alright heres what im trying to do,
Make a new minifaction without an a new instalation.
It uses all the old models, kits and kit geometry.

Heres what ill do to make a new Khemer Rouge Minifaction from recourses already in PR.
Reskin the Player models, maybe the kit models.
In the map init file, edit the kits to more suitable ones, either Chechen or Taliban.
Then for the resquestable kits, make a new kit spawner file like the ones found here: "C:\Program Files\EA GAMES\Battlefield 2\mods\pr\objects\common\spawners"
Edit the maps init file to load the new kit spawner file.

All of these steps will make a new "mini" faction, no need for an instalation, no need for new models.
Im not trying to make a new kit or a whole new team. Im trying to make a faction from already existing kits and models. Just mish mashing Chechen Taliban and Chinese elements togother to from a Khemer Rouge faction.


If you need me to explain it somemore i will try my best, i guess its hard to explain so if i do manage to pull together all these stages, it will be pretty badass.

What im asking is,
Can i make a new kit spawner file, and make the map load from the maps init file?
Just asking if anyone has done it before.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [?]Custom Kit Spawner for Custom Map?

Post by Wilkinson »

chuckduck wrote: What im asking is,
Can i make a new kit spawner file, and make the map load from the maps init file?
Just asking if anyone has done it before.

This is possible, you have to build 2 files though

Object_client.zip and Object_server.zip.
A serverarchives.con and clientarchives.con

If you don't know how to do these just let me know and I'll build em myself. Not a hard job.

You would have to create a common\spawners in the zip's themselves and add your new spawners.con

Then it should work.
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [?]Custom Kit Spawner for Custom Map?

Post by chuckduck »

Wilkinson wrote:This is possible, you have to build 2 files though

Object_client.zip and Object_server.zip.
A serverarchives.con and clientarchives.con

If you don't know how to do these just let me know and I'll build em myself. Not a hard job.
I dont think i know how to make these, but i might of seen a tutorial to this somewhere, under "How to create custom skins for your map, without making a mod" Could you refresh my mind? Thanks
You would have to create a common\spawners in the zip's themselves and add your new spawners.con

Then it should work.
Wait does that mean i will have to tamper with the original "Objects_Server.zip" and add the kit spawner to the cache?
Because if i have to do that it would defeat the point of making the mini faction. :wink:

Or can i have the kit spawner.con in the maps folder and make it load from the maps init by switching this...
run ../../objects/common/spawners/spawners_meinsurgent.con
to this...
run ../../levels/My_Level/server.zip/Custom _Spawner.con

meaning the map loads the kit spawner locally from the map folder/map server.zip

Thanks man :grin:
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [?]Custom Kit Spawner for Custom Map?

Post by Wilkinson »

chuckduck wrote:I dont think i know how to make these, but i might of seen a tutorial to this somewhere, under "How to create custom skins for your map, without making a mod" Could you refresh my mind? Thanks



Wait does that mean i will have to tamper with the original "Objects_Server.zip" and add the kit spawner to the cache?
Because if i have to do that it would defeat the point of making the mini faction. :wink:

Or can i have the kit spawner.con in the maps folder and make it load from the maps init by switching this...
run ../../objects/common/spawners/spawners_meinsurgent.con
to this...
run ../../levels/My_Level/server.zip/Custom _Spawner.con

meaning the map loads the kit spawner locally from the map folder/map server.zip

Thanks man :grin:
If your making your minimod and creating a whole new build, go ahead and put them in the objects_server.zip and go to the proper area and create your .con files.

You can try and see what happens. idk if it will work but let me know if it does :)
ballard_44
Retired PR Developer
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Re: [?]Custom Kit Spawner for Custom Map?

Post by ballard_44 »

Problem with adding in a custom spawner is that they are influenced by Python.

Meaning you could make the new spawner, but once ingame you would not have any influence on the COMMROSE.

I believe if you wanted to for example, grab a kit from a supply box or build a AA nest, it would say, "Unavailable for your forces."

So I believe you'd also have to add your new force into various Python files???
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [?]Custom Kit Spawner for Custom Map?

Post by chuckduck »

[R-DEV]ballard_44 wrote:Problem with adding in a custom spawner is that they are influenced by Python.

Meaning you could make the new spawner, but once ingame you would not have any influence on the COMMROSE.

I believe if you wanted to for example, grab a kit from a supply box or build a AA nest, it would say, "Unavailable for your forces."

So I believe you'd also have to add your new force into various Python files???
So is the problem with the type of army I choose to base this minifaction on?

So the kit spawner is limited by the army using it.

I am going to base the minifaction on the chinese forces (Since the face models closely resemble a cambodian face.)
The Chinese faction can request kits, while the insurgents cannot (I have found thier kit spawner helps spawn the pickup kits.) Taliban can aswell request kits.

So if i were to base it on a faction that CAN request kits, will the custom kit spawner work?

And is it possible to get the maps init.con to load the kitspawner from inside the maps server.zip?


Thanks for all the advice so far, im learning so much :razz:
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ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: [?]Custom Kit Spawner for Custom Map?

Post by ballard_44 »

chuckduck wrote: So if i were to base it on a faction that CAN request kits, will the custom kit spawner work?
Tough to tell as again it is influenced heavily by Python.
And is it possible to get the maps init.con to load the kitspawner from inside the maps server.zip?
Probably, but you'd need to just use trial and error to find out.
Or Wilkinson seems to be on the right path, so he could help there.

But regardless, I think you are 'putting the cart before the horse'.

What good does it do to create a new spawner when it currently wouldn't reference anything anyways.
You need to actually create this 'faction' first (kits/textures/etc) and go from there.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [?]Custom Kit Spawner for Custom Map?

Post by J.F.Leusch69 »

...how many projects do you need.

and requestable kits + all the building stuff is handle in python and ".con"´s, so you need to edit the python and some tweaks and cons...
chuckduck
Posts: 227
Joined: 2009-02-22 12:08

Re: [?]Custom Kit Spawner for Custom Map?

Post by chuckduck »

[R-DEV]ballard_44 wrote:Tough to tell as again it is influenced heavily by Python.


Probably, but you'd need to just use trial and error to find out.
Or Wilkinson seems to be on the right path, so he could help there.

But regardless, I think you are 'putting the cart before the horse'.

What good does it do to create a new spawner when it currently wouldn't reference anything anyways.
You need to actually create this 'faction' first (kits/textures/etc) and go from there.
Right thanks for that, :mrgreen: i needed someone to slap me out of my brainstorm, and get me to realise what the priorities are.
I need to continue to work on the map and then texture before i need to worry about the spawners.
Im just posting know to see in advance if it is possible, i guess im getting quite worked up, well i return to this tread in the morning. :o
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