[Help]...again

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jax
Posts: 355
Joined: 2011-08-07 02:47

[Help]...again

Post by jax »

I apologize for posting in this forum so much but i have rean into a couple of problems.

1. My rallypoints/vehicls/vehicle depots disappear after i have saved, closed my bf2 editor and re-opened.

2. My map wont show up in the amp list so i can locally test it.

Hopefully i can get some help, thanks
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Help...again]

Post by sylent/shooter »

map not showing up is due to the .desc file. Loading Screen (name, description, music, background) - Official BF Editor Forums

best just to copy a maps and put it into your map then edit it with something like notepad ++.

For your first question. Are their still blue boxes where your vehicles spawn?

Killing the enemy sylently
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Help...again]

Post by Amok@ndy »

you need to spawn your vehicles with an object spawner, drag and dropping them from the vehicles list wont work

check the tutorials, everything is explained there
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jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

Alright thanks, will post back, hopefully after this i will be less of a burden :D
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Help...again]

Post by Rudd »

ooooh you were dropping the vehicles directy as objects :) I understand

yeah right click, objectspawner, then code it up from there, the map audit tut is especially good on this stuff
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jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

This community is great, hopefully i will become knowledgeable enough to be an asset :)
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Help...again]

Post by sylent/shooter »

Just keep reading the tutorials posted here and at the BF editor forums and everything should be all right. If you have any questions though, feel free to post them and we'll try our best to answer. (well, you will get an answer just not maybe out of me) xD

Killing the enemy sylently
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

One small problem...my vehicles arent showing up :-(

Image
AnimalMother.
Posts: 2476
Joined: 2007-02-25 15:38

Re: [Help...again]

Post by AnimalMother. »

just click cancel,

then look left and you'll have a big list in the teamvehicle1 and teamvehicle2

did you follow rhino's tut on how to set the editor up properly for modding PR?
ex |TG-31st|
AnimalMotherUK - YouTube

vistamaster01: "I just dont get people with girl usernames/pics/sigs lol,
for example I thought AnimalMother was a girl :o ops:"

Arte et Marte
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

Im not going to lie, i looked over and over that thing and knew that i saw how to insert vehicles somewhere but thought it was somewhere else other than rhino's, sorry i dont want to seem like one of those noobs that doesnt search, because trust me, i search my *** off.
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

Still having trouble being able to try my map.... if someone could take a look at this and tell me what im doing wrong please :)

Code: Select all

<map>
	<name>Oasis</name>
	<briefing locid="MAPDESCRIPTION_hilly">map description for modders maps not localized (english only)</briefing>
	<music> common/sound/menu/music/map16.ogg </music>
	<modes>

		<mode type="gpm_skirmish">
			<maptype players="16" type="skirmish" locid="GAMEMODE_DESCRIPTION_skirmish">Unlocalized test for this mode on this map</maptype>
		</mode>
	</modes>		
</map>
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Help...again]

Post by Rudd »

you are trying to load skirmish, and the name of your map's desc file is the same as the folder name?
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jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

Yes and yes, this is seems to be painstaking process that will most likely pay off in the end.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Help...again]

Post by Amok@ndy »

have you set up and skirmish GPO ?
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Help...again]

Post by Rhino »

Ye as others have said, you can't drag and drop vehicles in like statics, that simply dosen't work :p

You must place them as a object spawner, read this tut for more info on that, it should also answer most of your other questions :D
https://www.realitymod.com/forum/f189-m ... audit.html
Just skip Step 1 as it dosen't apply to you unless your working with an existing map like the tut is.
jax wrote:One small problem...my vehicles arent showing up :-(

Image
Are you running the "pr_edit" mod and are you sure you installed the "LayerInit.con" correctly? Check to see that you have one in "\EA GAMES\Battlefield 2\bf2editor\mods\pr_edit"
Also to be sure you have the most upto date one etc, I recommend you do Step 6 from the pr_edit setup tut again, possibly the entire tut again: https://www.realitymod.com/forum/f189-m ... dding.html
[quote=""'[R-DEV"]Rhino;254101']6. Setting up your editor

Now we need to set up the editor to work with our new pr_edit so you can load all the statics etc.

First its best if you install these files that will help you crate maps for PR by making the editor more compatible with PR's settings etc. Download this .rar and extract it to: "C:\Program Files\EA GAMES\Battlefield 2" (overwrite any files it asks you to).
Inside it are a few editor files and little extras to help you :)
Download: http://www.gloryhoundz.com/prmm/users/rhino/PR_EDIT.rar
NOTE: in addition to this to get the most upto date object spawner templates, you should copy the "bf2editor" folder out of "\Battlefield 2\mods\pr\readme" and paste it into your Battlefield 2 folder, overwriting the folder with the new one. Do this after you have exacted the above "PR_EDIT.rar" otherwise you will have the old object spawner templates.

Now after you have done that, start the editor and when it gets to the "Select Startup MOD" Screen, click on "pr_edit" and press ok.
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Should load up pretty fast as, at the moment, it's not set to load up much.

Now we need to go to the mod manager to tell it what we want it to load. In the toolbar of the bf2 editor go to: Mod > Mod Manager...
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In the Mod Manager click on the tab "Editor Content" and in there check every box in the list. If it has a white box next to it it is unchecked and will not load, if it has a green box it is checked and will load the content related to it. (IE: Common, Dynamic Objects, Effects, etc.)
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Then click ok, will take a few mins to sort it out.[/quote]



[quote="jax""]Still having trouble being able to try my map.... if someone could take a look at this and tell me what im doing wrong please :)

Code: Select all

<map>
	<name>Oasis</name>
	<briefing locid="MAPDESCRIPTION_hilly">map description for modders maps not localized (english only)</briefing>
	<music> common/sound/menu/music/map16.ogg </music>
	<modes>

		<mode type="gpm_skirmish">
			<maptype players="16" type="skirmish" locid="GAMEMODE_DESCRIPTION_skirmish">Unlocalized test for this mode on this map</maptype>
		</mode>
	</modes>		
</map>
[/quote]

Not anouther map called Oasis, that name brings back horrible memories of PR v0.25 map where people would just drive around in DPVs all over the sand dunes running over squads of enemies :p
Image

[R-DEV]Amok@ndy wrote:have you set up and skirmish GPO ?
Ye, make sure you have a Gameplayobjects.con in "\levels\*map name*\GameModes\gpm_skirmish\16"
If you follow that Audit tut I linked to you above it will tell you how to setup everything correctly so you get a GPO etc in the right place: https://www.realitymod.com/forum/f189-m ... audit.html
Image
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

Dont worry, no apcs... this is only 1km. And with this being my first map i do now plan on submitting it. I used to make missions back in my old clan in ArmA but i find this so much more fun because theres so much more depth in the map. I tried to follow that audit tutorial but for now all i want to do is test out my map i.e. drive around in a techy and see my terrian.
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

IM soooo close, i just need one last bit of help :D This error is probably the only thing standing in my way.
Image

Off we fuck.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Help...again]

Post by Rudd »

You probably haven't packed your map right, you need to have your gamemode folder and the files inside in the server.zip

examine other map's .zips to learn the layout
Image
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

mine looks no different than any others except for the exception of a few raws. I used rhino's script to do this.


EDIT:

Ok so i no longer get that error anymore because i changed the gamemodes from "&64" to just "64" but while im loading, it only gets to 15% :S
Last edited by jax on 2011-08-11 13:07, edited 2 times in total.

Off we fuck.
jax
Posts: 355
Joined: 2011-08-07 02:47

Re: [Help...again]

Post by jax »

Anyone? I really need this to be fixed, im eager to test it all out.

Off we fuck.
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