CTD on loading OP Marlin in Editor

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Suasponte
Posts: 36
Joined: 2013-11-04 00:18

CTD on loading OP Marlin in Editor

Post by Suasponte »

I would like to add/relocate a few objects in Operation Marlin for Coop but throughout each update(current 1.1.6.0) and a cpl re-installs of BF2 & PR I've yet to get the map to load successfully in the editor..CTD's always occur the moment the level is fully loaded & the last message in the editors log is always "D:\bf2editor\Code\BF2\IO\Console\Console.cpp(1697): Couldn't open console script "levels/operation_marlin/editor/layer.con".I've managed to edit most of the other Coop maps with no problems(Lashkar Valley being the only other exception).My only intention on editing is as stated before:add/relocate objects.My editor files are placed exactly as Rhino's tut suggested.
melonmuncher
PR:BF2 Developer
Posts: 266
Joined: 2012-01-13 05:14

Re: CTD on loading OP Marlin in Editor

Post by melonmuncher »

Wrong place for the thread but if I remember correctly the init.con doesn't load the correct light settings.
Suasponte
Posts: 36
Joined: 2013-11-04 00:18

Re: CTD on loading OP Marlin in Editor

Post by Suasponte »

So what is the solution?
melonmuncher
PR:BF2 Developer
Posts: 266
Joined: 2012-01-13 05:14

Re: CTD on loading OP Marlin in Editor

Post by melonmuncher »

Replace with this in your 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\operation_marlin\
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\operation_marlin\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con

endIf

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

run ../../Factions/faction_init.con 1 "mec"
run ../../Factions/faction_init.con 2 "fr"
rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera 0/150/0 0/0/0

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

GameLogic.MaximumLevelViewDistance 600

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

gameLogic.setDefaultNumberOfTicketsEx 16 1 500
gameLogic.setDefaultNumberOfTicketsEx 16 2 500
gameLogic.setDefaultNumberOfTicketsEx 32 1 550
gameLogic.setDefaultNumberOfTicketsEx 32 2 550
gameLogic.setDefaultNumberOfTicketsEx 64 1 550
gameLogic.setDefaultNumberOfTicketsEx 64 2 550
gameLogic.setDefaultNumberOfTicketsEx 128 1 550
gameLogic.setDefaultNumberOfTicketsEx 128 2 550
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10

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

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

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
Suasponte
Posts: 36
Joined: 2013-11-04 00:18

Re: CTD on loading OP Marlin in Editor

Post by Suasponte »

Thanks Melon!!
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