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

Information and tutorials related to modding BF2.
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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: How to begin Modding your PR_SP

Post by HangMan_ »

Problem is fixed now. Took a few rounds and then for some reason the bots started using the apache :p
Last edited by HangMan_ on 2009-10-15 09:32, edited 1 time in total.
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Boleslow666
Posts: 2
Joined: 2009-10-19 09:22

Re: How to begin Modding your PR_SP

Post by Boleslow666 »

Is there a way to remove the warm up time for the helicopter? VEHICLES_START_DELAY = 0 doesn't work. Thank you.
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 »

Nope...The VEHICLE_START_DELAY doesn't effect helis in that manner.

If I remember correctly you'd have to change some code about the heli engines to get rid of their warm up time???

Truth is the VEHICLE_START_DELAY has a much bigger impact on the various 'gunner' positions for land vehicles.
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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: How to begin Modding your PR_SP

Post by Alex6714 »

Can't find exact line ATM, on ipod, but look in the helicopters tweak file for the main engine and look for the max rotaion value, example 600/0/0 or something and reduce that number.

Edit: This.

ObjectTemplate.setMaxRotation 0/0/700
Last edited by Alex6714 on 2009-10-19 13:15, edited 1 time in total.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


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Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: How to begin Modding your PR_SP

Post by Herbiie »

Hey,

I was wondering if it would be possible to script the Bots into doing a set thing I.E walking from one place to another when they spawn, spawn at a certain place etc.

would be helpful for training (having bots running around or standing at set distances to be shotted)
Tzuridis
Posts: 29
Joined: 2009-07-08 00:04

Re: How to begin Modding your PR_SP

Post by Tzuridis »

How do I request a kit anywhere? like from any known location... Ive tried to do do it from python/game/realityconfig_local.py by changing

# These are the other objects from which kits can be requested. Following each name is the
# the maximum distance from the object in metres. Again, names should be lowercase.
# Default is DISTANCE_PICKUP or DISTANCE_SPAWN
KIT_SUPPLY_OBJECTS = {
'us': { 'pr_supply_crate_us': DISTANCE_PICKUP },
'usa': { 'pr_supply_crate_us': DISTANCE_PICKUP },
'gb': { 'pr_supply_crate_gb': DISTANCE_PICKUP },
'ch': { 'pr_supply_crate_ch': DISTANCE_PICKUP },
'mec': { 'pr_supply_crate_mec': DISTANCE_PICKUP },
'ru': { 'pr_supply_crate_ru': DISTANCE_PICKUP },
'chinsurgent': { 'pr_supply_crate_mil': DISTANCE_PICKUP, 'ammocache': DISTANCE_PICKUP },
'taliban': { 'pr_supply_crate_tal': DISTANCE_PICKUP, 'ammocache': DISTANCE_PICKUP },
'meinsurgent': {}
}

to

KIT_SUPPLY_OBJECTS = {
'us': { 'pr_supply_crate_us': 1000 },
'usa': { 'pr_supply_crate_us': 1000 },
'gb': { 'pr_supply_crate_gb': 1000 },
'ch': { 'pr_supply_crate_ch': 1000 },
'mec': { 'pr_supply_crate_mec': 1000 },
'ru': { 'pr_supply_crate_ru': 1000 },
'chinsurgent': { 'pr_supply_crate_mil': 1000, 'ammocache': 1000 },
'taliban': { 'pr_supply_crate_tal': 1000, 'ammocache': 1000 },
'meinsurgent': {}
}

Am I doing this completely wrong?
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 »

1st, edit the realityconfig_coop.py file, not _local or _private.

2nd, look for this and see what happens.

Code: Select all

# PROJECT REALITY DISTANCES
# Default is 5, 10, 50, 100, 200, 300
DISTANCE_PICKUP = 5
DISTANCE_SPAWN = 10
DISTANCE_CLOSE = 50
DISTANCE_AREA = 100
DISTANCE_WIDE = 200
DISTANCE_HUGE = 300
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Tzuridis
Posts: 29
Joined: 2009-07-08 00:04

Re: How to begin Modding your PR_SP

Post by Tzuridis »

Thanks Dev, much easier then it seems.. I still have one other question I want to use jets on muttrah, but what do I have to edit the a10 or any jet, to make it so the a10 can lift at lets say 100 or 150 instead of 400 or whatever it is. Its very hard to bomb things at that speed or to land on the aircraft carrier. If the plane could stay up without nose diving at 100 or 200 I could easily fly around the map as well as land.
Tzuridis
Posts: 29
Joined: 2009-07-08 00:04

Re: How to begin Modding your PR_SP

Post by Tzuridis »

Im guesing you edit something in this code?

ObjectTemplate.setMinRotation 0/0/0
ObjectTemplate.setMaxRotation 0/0/2000
ObjectTemplate.setMaxSpeed 0/0/25
ObjectTemplate.setAcceleration 0/0/60
ObjectTemplate.setInputToRoll PIThrottle
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.restoreRotationOnExit 1
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setTorque 45
ObjectTemplate.setDifferential 50
ObjectTemplate.setGearUp 0.7
ObjectTemplate.setGearDown 0.3
ObjectTemplate.noPropellerEffectAtSpeed 125
ObjectTemplate.noPropellerEffectAtSpeed 125
ObjectTemplate.noEffectAtPerpSpeed 125
ObjectTemplate.defaultAngleOfAttack 0
ObjectTemplate.maxAngleOfAttack 20
ObjectTemplate.attackSpeed 20

This code appears about 5 different times in different places though so... maybe not?
666planer
Posts: 218
Joined: 2009-03-06 01:56

Re: How to begin Modding your PR_SP

Post by 666planer »

How do I change the tickets in a map to make the battle shorter? I have never actually completed a battle before because there so long. I want to make them like smaller skirmishes. Any way to change the number of tickets?
Thanks!
Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: How to begin Modding your PR_SP

Post by Mad-Mike »

666planer wrote:How do I change the tickets in a map to make the battle shorter? I have never actually completed a battle before because there so long. I want to make them like smaller skirmishes. Any way to change the number of tickets?
Thanks!
Simple - Move the Ticket Ratio across to the Left.
The minimum is 10 tickets.
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: How to begin Modding your PR_SP

Post by Herbiie »

Hey,

Is there any problems with using windows vista (with this - I know there are LOTS of other problems)?

I don't seem to be able to open the .zip folders except in my Win.Rar archive, and then I can't edit them :/
666planer
Posts: 218
Joined: 2009-03-06 01:56

Re: How to begin Modding your PR_SP

Post by 666planer »

Well I guess I can decrease the tickets that way... I didn't know pr had that option. Thanks
marinedude2
Posts: 2
Joined: 2009-11-11 21:13

Re: How to begin Modding your PR_SP

Post by marinedude2 »

I have two errors with trying to change the pilot kit loadout.

When trying to save "access is deined"(im the only account on my comp.) and "file name: cannot create file name" :confused: :confused: :confused: :confused:

and when trying to save to usa kits it says "cant save here."
404
Posts: 8
Joined: 2008-05-23 19:36

Re: How to begin Modding your PR_SP

Post by 404 »

That sounds like an admin access problem. Even if your account has admin level access, Windows won't auto run programs as the admin.

Right click the shortcut to Notepad or whatever you're using and click "Run as administrator". That should fix it.
marinedude2
Posts: 2
Joined: 2009-11-11 21:13

Re: How to begin Modding your PR_SP

Post by marinedude2 »

404 wrote:That sounds like an admin access problem. Even if your account has admin level access, Windows won't auto run programs as the admin.

Right click the shortcut to Notepad or whatever you're using and click "Run as administrator". That should fix it.
I cannot do this because it does not update "usa_pilot.CON"
Boleslow666
Posts: 2
Joined: 2009-10-19 09:22

Re: How to begin Modding your PR_SP

Post by Boleslow666 »

Is it possible to interchange the reticles of scoped weapons? If so, how to do that? Thank you.
Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: How to begin Modding your PR_SP

Post by Drunkenup »

The reticules are HUD related. The only way you could change them is by 1. going into the tweak file of the weapon you wanna change the reticule of, find the code which consists of the path to the file of which is the reticule, then switch that with the one desired. Example, lets say we wanted to take the G3 and give it the ACOG reticule, go into its tweak file, find a line something like BF2/Mods/PR/objects_client/HUD/weapons/G3_scope (that isn't probably the correct line, but look for something that looks like that or delivers a "path"). Take that line, look for the ACOG one, and switch it around. Save, go windowed mode, and see if it has worked.
paco
Posts: 218
Joined: 2007-04-02 18:46

Re: How to begin Modding your PR_SP

Post by paco »

Is it possible to remove the delay on the gunner positions in a tank? Or any vehicle?

Would be nice to practice some long range tank battles on Kashan.
Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: How to begin Modding your PR_SP

Post by Drunkenup »

paco wrote:Is it possible to remove the delay on the gunner positions in a tank? Or any vehicle?

Would be nice to practice some long range tank battles on Kashan.
Someone mentioned that this line in the tweak codes that this line VEHICLES_START_DELAY controls things in Land vehicle gunner positions. If that number is higher than 0 in the tweak lines of the land vehicle you would want to change, than change it to 0.
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