I'm working on the MEC Irregular idea as seen here. I'm trying to load the Insurgent kit geometry, and apply it to the MEC player models, and I'm having no luck. Can anyone help me out?
-REad
[Help] Combining player models & kits in BFE
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Chanvlan
- Posts: 262
- Joined: 2008-02-02 03:36
Re: [HELP] Combining player models & kits in BFE
awsome to see your gigving it a go man
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SGT.JOKER
- Posts: 1014
- Joined: 2007-03-18 17:35
Re: [HELP] Combining player models & kits in BFE
When I used to screw around wit hthe editor I came up with some pretty cool things on accident (example Spec Ops with the insurgent rag around his head). Anyways, If you just mess around with it you might come up with some cool stuff, maybe some one with more erxpirience can help
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ReadMenace
- Posts: 2567
- Joined: 2007-01-16 20:05
Re: [HELP] Combining player models & kits in BFE
SGT.JOKER wrote:When I used to screw around wit hthe editor I came up with some pretty cool things on accident (example Spec Ops with the insurgent rag around his head). Anyways, If you just mess around with it you might come up with some cool stuff, maybe some one with more erxpirience can help
Joker, sober up and repost dude!
-REad
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: [HELP] Combining player models & kits in BFE
You can do that with Notepad.
For example, I want to change the MEC Medic kit to look like a US Spec Ops.
Open the kit file in Objects_server/kits/MEC/MEC_Medic.con
First one controls which geometry the kit is using, they go from 0 to 9 (max is 16).
Second one controls from which kit.con file the geometry is loaded.
So if I want the MEC medic to look like a US Spec Ops, I need to change the two lines to
Check the faction folder in Kits folder for the name of the _kits.con you want.
If I wanted the Medic to look like a Chinese Spec Op, I'd go to Kits/ch/ and check the name of the file, which would be ch_kits.con.
For example, I want to change the MEC Medic kit to look like a US Spec Ops.
Open the kit file in Objects_server/kits/MEC/MEC_Medic.con
The two bold lines is what you're after.bjectTemplate.create Kit MEC_Medic
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.kitType Medic
ObjectTemplate.aiTemplate Medic
ObjectTemplate.geometry MEC_Kits
ObjectTemplate.geometry.kit 4
ObjectTemplate.geometry.dropGeom 11
ObjectTemplate.setNetworkableInfo KitInfo
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.abilityRestoreRate 0.05
ObjectTemplate.abilityInVehicleRadius 7
ObjectTemplate.abilityInVehicleStrength 0.25
ObjectTemplate.abilityInVehicleMaterial 73
ObjectTemplate.unlockIndex 3
ObjectTemplate.cullRadiusScale 2.4
First one controls which geometry the kit is using, they go from 0 to 9 (max is 16).
Second one controls from which kit.con file the geometry is loaded.
So if I want the MEC medic to look like a US Spec Ops, I need to change the two lines to
You'll need to play around with the number in the second line to find the right geometry, I only know that 0 is the Spec Ops and 7 is Crewman, 8 is Helicopter pilot and 9 is Jet pilot.ObjectTemplate.geometry US_Kits
ObjectTemplate.geometry.kit 0
Check the faction folder in Kits folder for the name of the _kits.con you want.
If I wanted the Medic to look like a Chinese Spec Op, I'd go to Kits/ch/ and check the name of the file, which would be ch_kits.con.

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AnimalMother.
- Posts: 2476
- Joined: 2007-02-25 15:38
Re: [HELP] Combining player models & kits in BFE
in BFE go to animation editor, and play around with the right toolbar that is titled "soldier"
this will allow you to have kits attached to different player models
then do what outlawz says and in the maps init.con file change the kit references to whatever your after... like ch_heavy_soldier
this will allow you to have kits attached to different player models
then do what outlawz says and in the maps init.con file change the kit references to whatever your after... like ch_heavy_soldier
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