[Coding] Training Mode

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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: [Minimod] Training Mode

Post by Alex6714 »

at1as wrote: Y, I've discovered this, thnx anyway. Could be even better if there was infinite number of ammo in kit..
Well you can select another kit and re-request the one you had before as many times as you like, near a base or not if I remember correctly. :)
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
at1as
Posts: 45
Joined: 2008-03-18 01:59

Re: [Minimod] Training Mode

Post by at1as »

Alex6714 wrote:Well you can select another kit and re-request the one you had before as many times as you like, near a base or not if I remember correctly. :)
yes, any kit could be requested everywhere. the problem is you have to wait until kit desappears from the ground before you can purchase it again.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: [Minimod] Training Mode

Post by Alex6714 »

I don´t remember having to last time I went on there. :)
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Howitzer
Posts: 648
Joined: 2008-01-20 17:49

Re: [Coding] Training Mode

Post by Howitzer »

Will someone tell me how to install it for bf2cc. I have the client file but thats all.
Howitzer
Posts: 648
Joined: 2008-01-20 17:49

Re: [Coding] Training Mode

Post by Howitzer »

I see the help is rushing from everywhere :neutral:

I try to be nice and offer one training server with a PUBLIC password but no help...
Pride
Retired PR Developer
Posts: 1467
Joined: 2007-07-19 18:13

Re: [Coding] Training Mode

Post by Pride »

perhaps it would be best to ask in the PR Server Administration section of the forums
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eddie: the MoD aren't just going to start blurring their faces so they look 'well ard' are they?
Howitzer
Posts: 648
Joined: 2008-01-20 17:49

Re: [Coding] Training Mode

Post by Howitzer »

I did it

and anyway , why would they answer me there if they can't answer me on the thread with the name of the mod written so clearly a 5yo child could read it
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: [Coding] Training Mode

Post by Scot »

pleease make one! i miss training servers, they rock! i don't know, but somebody help this playa out!
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sav112
Posts: 170
Joined: 2007-02-11 23:27

Re: [Coding] Training Mode

Post by sav112 »

i read all i could there and still cant get this to work.

I renamed the original Pr file folder and copied this mod over but it comes up shader stuff missing.

Any more tips my Pr folder in the mods folder is massive my mod's folder has AIx as wel in it at 6gb.
Howitzer
Posts: 648
Joined: 2008-01-20 17:49

Re: [Coding] Training Mode

Post by Howitzer »

TheScot666 wrote:pleease make one! i miss training servers, they rock! i don't know, but somebody help this playa out!
Without help its a bit complicated...

I hope a wise man will stand in the crowd and break this silence ! Because right now , we can't tell people to crash their choppers on training server, They don't have one :-?
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: [Coding] Training Mode

Post by Psyko »

If ever you feel you want a training server come onto TCombat's vent and contact one of the admins (or me) and i will crank up a training map on the TCombat.com training server.
octo-crab
Posts: 389
Joined: 2008-06-01 22:08

Re: [Coding] Training Mode

Post by octo-crab »

Does anyone know why I can't host a training map on local? Me and my buddies are in dormitories and we can play local with each other with the regular modes(AAS, etc) but not training.
kevlarorc
Posts: 147
Joined: 2008-04-13 19:44

Re: [Coding] Training Mode

Post by kevlarorc »

Is there any reason the Kashan 64 crashes now. Somebody said it needs to be on lower graphics settings but it used to load on high graphics for me. I am trying to do a film and I really need the humvees that are not on the 32 player version but also need to render it on high graphics. Does it having anything to do with that latest little mini-patch thing recently? (I can't remember it but somebody said there was one)
nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Re: [Coding] Training Mode

Post by nicoX »

It's nice!
=HR=Drayu
Posts: 411
Joined: 2006-05-28 17:54

Re: [Coding] Training Mode

Post by =HR=Drayu »

octo-cran wrote:Does anyone know why I can't host a training map on local? Me and my buddies are in dormitories and we can play local with each other with the regular modes(AAS, etc) but not training.
make sure you have it passworded. make sure they are running the same version. Also, you have to make sure you ports are forwarded. tcp/udp 16567
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: [Coding] Training Mode

Post by Alex6714 »

As it seemed like something people wanted, .:iGi:. is now running a server running this training mod.

.:iGi:. Community server
Ip: 193.33.186.46 (Better, just search .:iGi:. in the server browser).
Password: training

Have fun, please keep it civil (No teamkilling if both don´t agree ;) ).
Qinling is removed though, due to J-10 linux issue, howver qinling might get put on with the J-10 removed. :)
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Coding] Training Mode

Post by AfterDune »

Just tried this out, it's nice. But I was thinking, why not use the "128" mode of gpm_cq? This way you don't have to make a separate training gamemode and everybody can join (sure, they need the password). I haven't tried this online yet, but offline it works just fine. You can also have a "65" if you want. So basically endless possibilities ;) .

So in server.zip: gamemodes/gpm_cq/128/gameplayobjects.con

Works like a charm... I'm sure this will work online as well. No need to download anything either (unless you want to try it out offline). Only the server needs to have the adapted server.zip file, that includes the 128 version.

Worth a try, I reckon :) .
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kevlarorc
Posts: 147
Joined: 2008-04-13 19:44

Re: [Coding] Training Mode

Post by kevlarorc »

edit: I was messing around with settings for a while and figured out i can run everything on high except for lighting. It will affect shadows inside buildings and stuff but shouldn't be too bad.
Here is another download link in case people want it. Some people told me they were having trouble with the rapidshare one
http://www.filedropper.com/trainingmode075
Last edited by kevlarorc on 2008-06-14 05:43, edited 2 times in total.
l|Bubba|l
Posts: 646
Joined: 2007-03-25 03:40

Re: [Coding] Training Mode

Post by l|Bubba|l »

[R-DEV]AfterDune wrote:Just tried this out, it's nice. But I was thinking, why not use the "128" mode of gpm_cq? This way you don't have to make a separate training gamemode and everybody can join (sure, they need the password). I haven't tried this online yet, but offline it works just fine. You can also have a "65" if you want. So basically endless possibilities ;) .

So in server.zip: gamemodes/gpm_cq/128/gameplayobjects.con

Works like a charm... I'm sure this will work online as well. No need to download anything either (unless you want to try it out offline). Only the server needs to have the adapted server.zip file, that includes the 128 version.

Worth a try, I reckon :) .
It was primary intended to try anything on a local Server.

Btw:
You can't ad different vehicles to map for a server side mod. You can only use the existing vehicles types for a map. Otherwise the client would crash because he didn't loaded the other vehicles types.
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Re: [Coding] Training Mode

Post by fuzzhead »

We will be including a training mode for PR that will incorporate many of the good ideas in this thread :) more info will be posted when its closer to completion
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