Map Audit

Information and tutorials related to modding BF2.
AFsoccer
Retired PR Developer
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Joined: 2007-09-04 07:32

Re: [Map Tutorial] Map Audit

Post by AFsoccer »

'[R-DEV wrote:Rhino;431800']

Lets move onto the kits setup for your map. Here are all the verations of kits you can use:

Code: Select all

rem [b]GB VERSUS PLA[/b]
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "CH"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "Chinese"
gameLogic.setTeamLanguage 2 "GBEnglish"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_ch"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "ch_riflemanab" "ch_heavy_soldier"
gameLogic.setKit 2 0 "gb_riflemanab" "gb_heavy_soldier"

gameLogic.setKit 1 1 "ch_rifleman" "ch_heavy_soldier"
gameLogic.setKit 2 1 "gb_rifleman" "gb_heavy_soldier"

gameLogic.setKit 1 2 "ch_engineer" "ch_heavy_soldier"
gameLogic.setKit 2 2 "gb_engineer" "gb_heavy_soldier"

gameLogic.setKit 1 3 "ch_medic" "ch_lightarmor_soldier"
gameLogic.setKit 2 3 "gb_medic" "gb_lightarmor_soldier"

gameLogic.setKit 1 4 "ch_officer" "ch_heavy_soldier"
gameLogic.setKit 2 4 "gb_officer" "gb_heavy_soldier"

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


rem [b]GB VERSUS MEC[/b]
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "MEC"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "GBEnglish"

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

gameLogic.setKit 1 0 "mec_riflemanab" "mec_heavy_soldier"
gameLogic.setKit 2 0 "gb_riflemanab" "gb_heavy_soldier"

gameLogic.setKit 1 1 "mec_rifleman" "mec_heavy_soldier"
gameLogic.setKit 2 1 "gb_rifleman" "gb_heavy_soldier"

gameLogic.setKit 1 2 "mec_engineer" "mec_heavy_soldier"
gameLogic.setKit 2 2 "gb_engineer" "gb_heavy_soldier"

gameLogic.setKit 1 3 "mec_medic" "mec_lightarmor_soldier"
gameLogic.setKit 2 3 "gb_medic" "gb_lightarmor_soldier"

gameLogic.setKit 1 4 "mec_officer" "mec_heavy_soldier"
gameLogic.setKit 2 4 "gb_officer" "gb_heavy_soldier"

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


rem [b]GB VERSUS INSURGENTS[/b]
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "MEInsurgent"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "GBEnglish"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_in"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "meinsurgent_insurgent" "meinsurgent_soldier"
gameLogic.setKit 2 0 "gb_riflemanab" "gb_heavy_soldier"

gameLogic.setKit 1 1 "meinsurgent_insurgent" "meinsurgent_soldier"
gameLogic.setKit 2 1 "gb_rifleman" "gb_heavy_soldier"

gameLogic.setKit 1 2 "meinsurgent_ambusher" "meinsurgent_heavy_soldier"
gameLogic.setKit 2 2 "gb_engineer" "gb_heavy_soldier"

gameLogic.setKit 1 3 "meinsurgent_warveteran" "meinsurgent_medium_soldier"
gameLogic.setKit 2 3 "gb_medic" "gb_lightarmor_soldier"

gameLogic.setKit 1 4 "meinsurgent_officer" "meinsurgent_soldier"
gameLogic.setKit 2 4 "gb_officer" "gb_heavy_soldier"

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



rem [b]GB VERSUS MILITIA[/b]
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "CHinsurgent"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "rebels"
gameLogic.setTeamLanguage 2 "GBEnglish"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_re"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "chinsurgent_scout" "chinsurgent_soldier"
gameLogic.setKit 2 0 "gb_riflemanab" "gb_heavy_soldier"

gameLogic.setKit 1 1 "chinsurgent_militant" "chinsurgent_heavy_soldier"
gameLogic.setKit 2 1 "gb_Rifleman" "gb_heavy_soldier"

gameLogic.setKit 1 2 "chinsurgent_sapper" "chinsurgent_heavy_soldier"
gameLogic.setKit 2 2 "gb_engineer" "gb_heavy_soldier"

gameLogic.setKit 1 3 "chinsurgent_medic" "chinsurgent_soldier"
gameLogic.setKit 2 3 "gb_medic" "gb_lightarmor_soldier"

gameLogic.setKit 1 4 "chinsurgent_officer" "chinsurgent_heavy_soldier"
gameLogic.setKit 2 4 "gb_officer" "gb_heavy_soldier"

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


rem [b]USMC VERSUS PLA[/b]
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "CH"
gameLogic.setTeamName 2 "US"

gameLogic.setTeamLanguage 1 "Chinese"
gameLogic.setTeamLanguage 2 "English"

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

gameLogic.setKit 1 0 "ch_riflemanab" "ch_heavy_soldier"
gameLogic.setKit 2 0 "us_riflemanab" "us_heavywhite_soldier"

gameLogic.setKit 1 1 "ch_rifleman" "ch_heavy_soldier"
gameLogic.setKit 2 1 "us_rifleman" "us_heavy_soldier"

gameLogic.setKit 1 2 "ch_engineer" "ch_heavy_soldier"
gameLogic.setKit 2 2 "us_engineer" "us_heavywhite_soldier"

gameLogic.setKit 1 3 "ch_medic" "ch_lightarmor_soldier"
gameLogic.setKit 2 3 "us_medic" "us_lightarmor_soldier"

gameLogic.setKit 1 4 "ch_officer" "ch_heavy_soldier"
gameLogic.setKit 2 4 "us_officer" "us_heavywhite_soldier"

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


rem [b]USMC VERSUS MEC[/b]
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

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 -----------------------------------------------------------------------------


rem [b]USMC VERSUS INSURGENTS[/b]
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "MEInsurgent"
gameLogic.setTeamName 2 "US"

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

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

gameLogic.setKit 1 0 "meinsurgent_insurgent" "meinsurgent_soldier"
gameLogic.setKit 2 0 "us_riflemanab" "us_heavywhite_soldier"

gameLogic.setKit 1 1 "meinsurgent_insurgent" "meinsurgent_soldier"
gameLogic.setKit 2 1 "us_rifleman" "us_heavy_soldier"

gameLogic.setKit 1 2 "meinsurgent_ambusher" "meinsurgent_heavy_soldier"
gameLogic.setKit 2 2 "us_engineer" "us_heavywhite_soldier"

gameLogic.setKit 1 3 "meinsurgent_warveteran" "meinsurgent_medium_soldier"
gameLogic.setKit 2 3 "us_medic" "us_lightarmor_soldier"

gameLogic.setKit 1 4 "meinsurgent_officer" "meinsurgent_soldier"
gameLogic.setKit 2 4 "us_officer" "us_heavywhite_soldier"


rem -----------------------------------------------------------------------------
Then just paste it ontop of the kits that are already in your init.con file and then you have your kits all setup again :)

Is there new text to use because when I cut and paste the GB vs. PLA in my init.con, I get this kit selection screen:

Image

Plus, I notice only 5 kits.

Thanks
Rhino
Retired PR Developer
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Re: [Map Tutorial] Map Audit

Post by Rhino »

Image
ubermensche
Posts: 264
Joined: 2010-12-09 03:12

Re: [Map Tutorial] Map Audit

Post by ubermensche »

I'd hate to revive this thread but if I want to convert a singleplayer maps from vanilla bf2 or other mods, do I need to navmesh everything or just following those steps would work as the maps are already navmeshed?
Wakain
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Joined: 2009-11-23 21:58

Re: [Map Tutorial] Map Audit

Post by Wakain »

ubermensche wrote:I'd hate to revive this thread but if I want to convert a singleplayer maps from vanilla bf2 or other mods, do I need to navmesh everything or just following those steps would work as the maps are already navmeshed?
you mean auditing as in changing assets?(e.g. jeeps instead of tanks etc.) or do you mean auditing as in changing statics?(e.g. putting new building or other statics on the map)

the former doesn't require a new navmesh, the latter does.
Rudd
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Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map Tutorial] Map Audit

Post by Rudd »

to get a vbf2/whatever SP map working in PR it should simply be a matter of putting the correct information in the init.con afaik to load the correct team files

then go in to the gamemode folders and swap BF2 assets for PR assets with teh _bf2 suffix so the Bots understand how to work them.

as Wakain says, moving actual locations of stuff is a big no no, as that will require navmeshing etc
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ubermensche
Posts: 264
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Re: [Map Tutorial] Map Audit

Post by ubermensche »

[R-DEV]Rudd wrote:to get a vbf2/whatever SP map working in PR it should simply be a matter of putting the correct information in the init.con afaik to load the correct team files

then go in to the gamemode folders and swap BF2 assets for PR assets with teh _bf2 suffix so the Bots understand how to work them.

as Wakain says, moving actual locations of stuff is a big no no, as that will require navmeshing etc
Ya that's what I was looking for, thanks a lot, I wanna see if I could get Strike on Karkand working.
ubermensche
Posts: 264
Joined: 2010-12-09 03:12

Re: [Map Tutorial] Map Audit

Post by ubermensche »

Another question: if I take the sp maps of other mods (i.e. AIX, FH2, Assault mod, etc.) and convert them to pr can I release them here on a personal thread like scout sniper ( https://www.realitymod.com/forum/f311-v ... udits.html )or do I need the other mod's dev's permission?
Amok@ndy
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Re: [Map Tutorial] Map Audit

Post by Amok@ndy »

you need the permissions of the map creator to post it here, else it would be stolen work
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ubermensche
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Re: [Map Tutorial] Map Audit

Post by ubermensche »

ok, that's fair.l thanks.
Rudd
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Re: [Map Tutorial] Map Audit

Post by Rudd »

indeed, personal use is fine, but distribution requires approval
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totaldeztruction
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Re: [Map Tutorial] Map Audit

Post by totaldeztruction »

Guys please update this tutorial to version 0.973 !!!
AnimalMother.
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Re: [Map Tutorial] Map Audit

Post by AnimalMother. »

totaldeztruction wrote:Guys please update this tutorial to version 0.973 !!!
Just had a quick read through the tut. It's all relevant and up to date except for step 7 about setting up factions


If you open up a current levels init.con you should see the new more simple method of setting factions up on your map
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Dukuu_npanop
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Re: [Map Tutorial] Map Audit

Post by Dukuu_npanop »

Hi guys, I'm trying to audit map from other mod for personal use, but I always encounter the following error:

Version: 1.1.2878-710.0 Build date:2009-8-20 17:8
Active object template: tis_vars_container
Active geom template: ziplinerope
Module: ToolObject
File: D:\DiceCanada\BoosterPack2\Code\BF2\Scene\Object\ToolObject\ObjectTemplateAdm.cpp
Line: 1305

Expression: 0
Text: Couldn't activate template: objectSpawner. Template does not exsist.

Current confile:
Debug assertion failed!

Version: 1.1.2878-710.0 Build date:2009-8-20 17:8
Active geom template: ziplinerope
Module: ToolObject
File: D:\DiceCanada\BoosterPack2\Code\BF2\Scene\Object\ToolObject\ObjectTemplateAdm.cpp
Line: 1305

Expression: 0
Text: Couldn't activate template: objectSpawner. Template does not exsist.

Current confile:


If nobody knows what kind of error is, can anybody explain what is tis_vars_container at least? I often notice this object while encountering errors in debug mode.
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Ason
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Re: [Map Tutorial] Map Audit

Post by Ason »

gameLogic.setKit 1 0 "meinsurgent_insurgent" "meinsurgent_soldier"
gameLogic.setKit 2 0 "us_riflemanab" "us_heavywhite_soldier"

gameLogic.setKit 1 1 "meinsurgent_insurgent" "meinsurgent_soldier"
gameLogic.setKit 2 1 "us_rifleman" "us_heavy_soldier"

gameLogic.setKit 1 2 "meinsurgent_ambusher" "meinsurgent_heavy_soldier"
gameLogic.setKit 2 2 "us_engineer" "us_heavywhite_soldier"

gameLogic.setKit 1 3 "meinsurgent_warveteran" "meinsurgent_medium_soldier"
gameLogic.setKit 2 3 "us_medic" "us_lightarmor_soldier"

gameLogic.setKit 1 4 "meinsurgent_officer" "meinsurgent_soldier"
gameLogic.setKit 2 4 "us_officer" "us_heavywhite_soldier"
Is this up to date? Seems like there are only 5 kits? when i open my Init.con file there are room for 6 ? And shouldn't officer kit be in the first "slot"? or it doesn't matter?
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Mineral
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Re: [Map Tutorial] Map Audit

Post by Mineral »

That's how bf2 handles kits. PR uses a different system with the faction spawners. All you need to do is replace that part you just quoted with the following:
run ../../Factions/faction_init.con 1 "gb"
run ../../Factions/faction_init.con 2 "ch"
where gb and ch are the factions which you need to change to youR choosing of course :) Then the game will load the correct factions and kits. You can find more information on this here(and a lot of other useful information):
https://www.realitymod.com/forum/f354-c ... lines.html
Last edited by Mineral on 2013-01-09 16:48, edited 1 time in total.
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Ason
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Re: [Map Tutorial] Map Audit

Post by Ason »

GP_MineralWouter wrote:That's how bf2 handles kits. PR uses a different system with the faction spawners. All you need to do is replace that part you just quoted with the following:



where gb and ch are the factions which you need to change to you choosing ofcourse :) Then the game will load the correct factions and kits. You can find more information on this here(and a lot of other useful information):
https://www.realitymod.com/forum/f354-c ... lines.html
Alright thanks m8! Btw do you know if there should be any of the other information in Level ettings, like flag and language etc ? or do i only need those 2 lines? And do you know what the shortcut for militia is ? the russian millita, so fare i've seen mil, CH_insurgents, CHinsurgents, please help :)
Last edited by Ason on 2013-01-09 16:56, edited 2 times in total.
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Ason
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Re: [Map Tutorial] Map Audit

Post by Ason »

Is there a more detailed tutorial on how to pack custom maps ?
Amok@ndy
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Re: [Map Tutorial] Map Audit

Post by Amok@ndy »

you dont need to pack your map to test it, only if you are sending it over to other people
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sylent/shooter
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Re: [Map Tutorial] Map Audit

Post by sylent/shooter »

IMO it's better to pack it, just because you know if it works packed for you, it'll probably work packed for others.... it's not a hassle... but that's just me :P

Killing the enemy sylently
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Ason
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Re: [Map Tutorial] Map Audit

Post by Ason »

[R-DEV]Amok@ndy wrote:you dont need to pack your map to test it, only if you are sending it over to other people
But that's exactly why i want to learn how to pack, im laning with a friend and it would be really cool to play my maps with him :P
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