[?] How hard would it be to audit a map?

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DavidP
Posts: 951
Joined: 2007-03-23 04:20

[?] How hard would it be to audit a map?

Post by DavidP »

Specifically i want to Edit Muttrah to have the Insurgents team instead of Mec in .8 SP. Also I would want to remove/add/change certain things from the Map. Like Spawn points, Cap points, and caches.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Question. How hard would it be to audit a map?

Post by Rhino »

https://www.realitymod.com/forum/f189-m ... audit.html

if you follow my tut step by step not too hard thou dunno what else you would need to do to get it working with SP and also its slightly out of date.
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DavidP
Posts: 951
Joined: 2007-03-23 04:20

Re: Question. How hard would it be to audit a map?

Post by DavidP »

Thx. But also another question. Can I make my own kit loadouts for both armies aswell?
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Question. How hard would it be to audit a map?

Post by Rhino »

as in selection kits? ye if you really wanted to i dont see any reason why not, you can have them all sniper in vbf2 :p

only thing is there may be a issue with python.
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DavidP
Posts: 951
Joined: 2007-03-23 04:20

Re: Question. How hard would it be to audit a map?

Post by DavidP »

No I mean in weapons. I would like to have Insurgents all using AK's.
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