[Help] BF2 Editor Problem

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PBEnthusiast
Posts: 82
Joined: 2008-09-22 02:47

[Help] BF2 Editor Problem

Post by PBEnthusiast »

Hey Guys!

Alright I'm having this problem... When I go into level settings, there are no teams to choose from. I'm trying to take some regular BF2 maps and make them so my clan can play them in PR. There's a screenshot of what my problem is attached.

Any help would be appreciated.

Thanks!
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Amok@ndy
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Re: BF2 Editor Problem

Post by Amok@ndy »

Image
PBEnthusiast
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Joined: 2008-09-22 02:47

Re: BF2 Editor Problem

Post by PBEnthusiast »

Thanks for the reply.

Unfortunately I have no idea of what they're talking about. Haha.

I also found out that when I load a map, it doesn't show the control points. Or the vehicles

The problem is still there.
Last edited by PBEnthusiast on 2010-06-26 00:37, edited 2 times in total.
Amok@ndy
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Re: BF2 Editor Problem

Post by Amok@ndy »

you need to set up your teams in your map folder ...
open the init.con with a texteditor and do what they tell you in the thread i posted before

if you want to edit a existing map and want to see the controlpoints and the vehicles you need to create an editor folder and put in the GPO.con of the gamelayer
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PBEnthusiast
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Re: BF2 Editor Problem

Post by PBEnthusiast »

Alrighty well I got the objects to load in, and I did do the thing in the thread you directed me to. But it didn't work. In the level settings, inside the team dropdown box nothing shows up. And when I choose object spawn no vehicles show on the list.

It now looks like the file attached.
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Last edited by PBEnthusiast on 2010-06-26 04:32, edited 1 time in total.
Sniperdog
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Re: BF2 Editor Problem

Post by Sniperdog »

Setting the teams should be the last thing you do, and should not be done in the editor. When you do that all you have to worry about is getting the init.con right and including the file: ServerArchives.con. All with the specific faction related code ( for example "run ../../factions_gb/gb.con" is great britain) set as you want it. When in doubt just post the code you are using in this section and we can tell you if theres something wrong with it.

As far as your other issue goes; make sure you 'exract here'd everything in the objects zips in your edit directory and in the editor clicked on the mod tab, clicked mod manager, clicked on the "Editor Content" tab and checkmarked all the boxes on the left side of that window to load all the pr objects.

Rhino has a very nice tutorial explaining all this that can be found here:

https://www.realitymod.com/forum/f189-m ... audit.html

Try to give it a quick read, it should answer most if not all your questions.

Good Luck!
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Will Stahl aka "Merlin" in the Squad community
PBEnthusiast
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Joined: 2008-09-22 02:47

Re: BF2 Editor Problem

Post by PBEnthusiast »

Thank you for that reply! It's helped me a lot. But there are still some problems. When I load in the map, none of the objects that I placed are there. The flags aren't right either. They're like the standard Gulf of Oman on BF2 Vanilla.

Here's my init.con:

Code: Select all

rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\Gulf_of_Oman\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

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\Gulf_of_Oman\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_us.con
run ../../objects/common/spawners/spawners_mec.con


endIf

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../factions_usa/usa.con
run ../../factions_mec/mec.con

gameLogic.setTeamName 1 "MEC"
gameLogic.setTeamName 2 "US"

gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "English"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_mec"
gameLogic.setTeamFlag 2 "flag_us"

gameLogic.setKit 1 0 "mec_riflemanab" "mec_heavy_soldier"
gameLogic.setKit 2 0 "us_riflemanAB" "us_heavywhite_soldier"

gameLogic.setKit 1 1 "mec_rifleman" "mec_heavy_soldier"
gameLogic.setKit 2 1 "us_rifleman" "us_heavy_soldier"

gameLogic.setKit 1 2 "mec_engineer" "mec_heavy_soldier"
gameLogic.setKit 2 2 "us_engineer" "us_heavywhite_soldier"

gameLogic.setKit 1 3 "mec_medic" "mec_lightarmor_soldier"
gameLogic.setKit 2 3 "us_medic" "us_lightarmor_soldier"

gameLogic.setKit 1 4 "mec_officer" "mec_heavy_soldier"
gameLogic.setKit 2 4 "us_officer" "us_heavywhite_soldier"


rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera 42/50/-187 18/15/0

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix ""
else
texturemanager.customTextureSuffix ""
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 400

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 100
gameLogic.setDefaultNumberOfTicketsEx 16 2 100
gameLogic.setDefaultNumberOfTicketsEx 32 1 200
gameLogic.setDefaultNumberOfTicketsEx 32 2 220
gameLogic.setDefaultNumberOfTicketsEx 64 1 500
gameLogic.setDefaultNumberOfTicketsEx 64 2 500
gameLogic.setDefaultNumberOfTicketsEx 128 1 50
gameLogic.setDefaultNumberOfTicketsEx 128 2 50
gameLogic.setDefaultTimeToNextAIWave 0
gameLogic.setTicketLossAtEndPerMin 200
gameLogic.setTicketLossPerMin 1 7
gameLogic.setTicketLossPerMin 2 7

rem -----------------------------------------------------------------------------

rem -----------------------------------------------------------------------------

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1

gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"
and my serverarchives.con:

Code: Select all

fileManager.mountArchive inits/factions_common.zip factions_common
fileManager.mountArchive inits/factions_usa.zip factions_usa
fileManager.mountArchive inits/factions_mec.zip factions_mec
OkitaMakoto
Retired PR Developer
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Re: BF2 Editor Problem

Post by OkitaMakoto »

model your init.con after a map with similar factions. .9 no longer uses the long
gameLogic.setKit 1 3 "mec_medic" "mec_lightarmor_soldier"
gameLogic.setKit 2 3 "us_medic" "us_lightarmor_soldier"

gameLogic.setKit 1 4 "mec_officer" "mec_heavy_soldier"
gameLogic.setKit 2 4 "us_officer" "us_heavywhite_soldier"
stuff you have in yours. Refer to another maps init.con to see what its like

Dont even worry about the team setup in the editor, its pretty much useless now

Here's a snippet of my init.con

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../factions_us/us.con
run ../../factions_mec/mec.con

rem -----------------------------------------------------------------------------
PBEnthusiast
Posts: 82
Joined: 2008-09-22 02:47

Re: BF2 Editor Problem

Post by PBEnthusiast »

Okay, well I did what you said, and the kits are still the same. They have the specops kit first then the sniper and then the singleplayer kits which is weird.

It's almost like my changes don't even effect the map.

The only thing that has worked so far is the localization and changing some of the names of the Control Points. That's it.
OkitaMakoto
Retired PR Developer
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Joined: 2006-05-25 20:57

Re: BF2 Editor Problem

Post by OkitaMakoto »

Are you running your map ingame in PR_EDIT or through PR? Whens the last time you updated all of PR_EDITs files?

As far as "placing objects" and having them work... you need to do that by actually taking a GPO.con and putting it in the "editor folders gameplayobjects spot, then edit in the editor, then put that back in the gamemode folder where you got it from.. thats how I do it at least... then take another layer, get it in the editor, and do it for that as well... otherwise youll just be editing the Editor version of gameplayobjects and it wont get in the actual game
PBEnthusiast
Posts: 82
Joined: 2008-09-22 02:47

Re: BF2 Editor Problem

Post by PBEnthusiast »

Well I'm actually just using PR to edit the map. I'm too lazy to actually make the pr_edit folder. I figured since they're the same thing it should work. Actually I am doing what you said with the GPO.con editing it then placing it back in the folder and nothing changed. It's really weird.
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: BF2 Editor Problem

Post by OkitaMakoto »

You probably have no vehicles showing up because you might not have extracted all the objects folders... did you extract the objects folders in your PR directory?

You said you didnt make a PR_EDIT folder so I have no idea where to gauge you are... what you are doing, how you are doing it, etc. Youve deviated from the PR modding standard so people will have a tough time figuring out what youve done wrong
PBEnthusiast
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Joined: 2008-09-22 02:47

Re: BF2 Editor Problem

Post by PBEnthusiast »

Haha okay I guess I'll start over from scratch then.

But the vehicles were showing up it was just the wrong ones it was the ones from the original map like the F-35s and stuff instead of the stuff I put in like the Hueys or the Harrier
OkitaMakoto
Retired PR Developer
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Re: BF2 Editor Problem

Post by OkitaMakoto »

I was referring to when you said this:
In the level settings, inside the team dropdown box nothing shows up. And when I choose object spawn no vehicles show on the list.
Not to in the physical map itself. Not having things unzipped in your mods directory might be the cause of that...
PBEnthusiast
Posts: 82
Joined: 2008-09-22 02:47

Re: BF2 Editor Problem

Post by PBEnthusiast »

Oh okay
PBEnthusiast
Posts: 82
Joined: 2008-09-22 02:47

Re: [Help] BF2 Editor Problem

Post by PBEnthusiast »

But do you have any kind of solution for why my objects won't show up in game?
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: [Help] BF2 Editor Problem

Post by OkitaMakoto »

What objects? gameplay objects like vehicles? or buildings?
PBEnthusiast
Posts: 82
Joined: 2008-09-22 02:47

Re: [Help] BF2 Editor Problem

Post by PBEnthusiast »

[R-DEV]OkitaMakoto wrote:What objects? gameplay objects like vehicles? or buildings?
Gameplay Objects. After I have placed a bunch of vehicles in the map in the editor and saved it they don't show up when I go in to play the map. Instead of the ones I put in it's the default vehicles in the game. Like the F-35's and the BF2 Blackhawks
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