Just curious, is there a non-encrypted python file that has the "start up" times (the 30 seconds it takes before you can control the vehicle [component])? I have been "adjusting" the mod to my liking, and so far, one of the few pet peeves I have is that 30 seconds must pass before being able to use the turret/weaponry on heavy vehicles.
Also, would there be a file that contains the spawn times that is also non-encrypted??
Any help would be appreciated,
Cow
[?] Changing "Start-up" times and Spawn times
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Spyker2041
- Posts: 1076
- Joined: 2010-03-18 16:25
Re: [Vehicles] Changing "Start-up" times and Spawn times
I hope that you are doing all these changes in a pr minimod and not in your actual pr version. Vehicle spawn times is changed in a maps gameplayobjects. So for asad khal coop you go into the server.zip of asad khal > gamemodes > gpm_coop > 16 > gameplayobjects.con and open it with notepad.
Then you will see bits of text like this, change the bits in dark red to change the spawn time in seconds.
300 secs = 5 mins
600 = 10
etc
To remove the startup time for vehicle turrets you need to go to PR's python folder then game folder. Open realityconfig_coop.py with notepad and press edit > find next.
Search for VEHICLES_START_DELAY
You should see
Then you will see bits of text like this, change the bits in dark red to change the spawn time in seconds.
300 secs = 5 mins
600 = 10
etc
Once you are done editing save it and if you have taken it out of the archive put it back in and overwrite.rem [ObjectSpawnerTemplate: cpname_asad_khal_coop16_idfmansion_idf_jeep]
ObjectTemplate.create ObjectSpawner cpname_asad_khal_coop16_idfmansion_idf_jeep
ObjectTemplate.activeSafe ObjectSpawner cpname_asad_khal_coop16_idfmansion_idf_jeep
ObjectTemplate.modifiedByUser "marko"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 idf_jep_hmmwv
ObjectTemplate.minSpawnDelay 300
ObjectTemplate.maxSpawnDelay 300
ObjectTemplate.TimeToLive 1200
ObjectTemplate.Distance 100
ObjectTemplate.team 2
ObjectTemplate.teamOnVehicle 1
To remove the startup time for vehicle turrets you need to go to PR's python folder then game folder. Open realityconfig_coop.py with notepad and press edit > find next.
Search for VEHICLES_START_DELAY
You should see
Change the 1 in red to a 0 and save then you are good to go. This assumes that you will be using these changes for coop and not mp gamemodes.# Enable/Disable start delay on vehicles
# Default is enabled
C['VEHICLES_START_DELAY'] = 1
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HolyMolyACow
- Posts: 3
- Joined: 2011-02-19 04:48
Re: [Vehicles] Changing "Start-up" times and Spawn times
Thanks Spyker!
What exactly is a pr minimod?Spyker2041 wrote:I hope that you are doing all these changes in a pr minimod and not in your actual pr version.
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temexter
- Posts: 397
- Joined: 2009-11-23 15:50
Re: [Vehicles] Changing "Start-up" times and Spawn times
First of all do you have a copy of "mods\pr" folder u'r modding. E.g. pr_edit (which seems to be de facto standardHolyMolyACow wrote:Thanks Spyker!
What exactly is a pr minimod?
If you modify mods\pr content you won't be able to play on internet - you will be kicked by PB.
Secondly, you can make your mods structure so that it contaions only files of your mod and other files are loaded from mods\pr. This is done by editing serverarchives.con and clientarchives.con. Plus some (or a lot depending on what your goal is) of modification to faction_inits, localization, python files inter alia.
The name of "mods\my_mod" folder should be the "name" of your mod. If you set up an own server folder name in both client and server must be same. Server shows it as "name" of mod.
Last edited by temexter on 2011-02-19 18:54, edited 2 times in total.




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HolyMolyACow
- Posts: 3
- Joined: 2011-02-19 04:48
Re: [Vehicles] Changing "Start-up" times and Spawn times
Hmm, I neglected to create a copy. Nevertheless, I have made a backup of all files that I have changed (so far only the "realityconfig_coop.py" file). Thanks for the heads up, Ill get to making a new folder (with the "realityconfig_coop.py.backup" file (ill rename it of course) ASAP.temexter wrote:...a copy of "mods\pr" folder u'r modding...
Ill attempt to make a "plugins" folder. Thanks again for the helptemexter wrote: Secondly, you can make your mods structure so that it contaions only files of your mod and other files are loaded from mods\pr. This is done by editing serverarchives.con and clientarchives.con. Plus some (or a lot depending on what your goal is) of modification to faction_inits, localization, python files inter alia.
The name of "mods\my_mod" folder should be the "name" of your mod. If you set up an own server folder name in both client and server must be same. Server shows it as "name" of mod.
