
EDITING/ALTERING YOUR PRSP FILES WILL MAKE IT IMPOSSIBLE TO PLAY ON PRSP CO-OP SERVERS
NOTE: This is only for PR_SP... DO NOT alter you PR_MP files, this will result in a PunkBuster Ban.

Tools and Programs: Before we begin there are some program requirements.
1. Text Editor (I recommend Notepad ++, but if you don't want to be bothered, using 'regular' Notepad/Wordpad is fine)
Download Notepad ++
2. File Archiver (WinRar, Winzip)
Download WinRAR v 3.80
Download WinZip 12
Rules: To start off there are some rules that must be followed.
1. Spelling: Everything must be spelled exactly how it appears in the object server.zip
[FYI]: This also includes spacing, underscoring, and other types of punctuation.
- Exp. The H&K mp5 is called the usrif_mp5_a3
- Exp. The British Landrover is called the gb_jeep_landrover
- Exp. The US Cobra is called the ahe_ah1z
- Exp. Item Index 1 = Knives, Bayonets
- Exp. Item Index 2 = Pistols, Grappling Hooks
- Exp. Item Index 3 = Rifles, Shotguns, LMGs, Smgs, and Some Pistols
- Exp. Item Index 4 = Deployed LMGs, HATs, LATs, UGL:HE, Slug-guns, Crossbow/Zipline, Grenades
- Exp. Item Index 5 = IEDs, Medic Bag, UGL:Smoke, Smoke, C4, ammo bag
- Exp. Item Index 6 = Epipen, Grenade Traps, Trip Flares, smoke, Incendiary Grenades
- Exp. Item Index 7 = Binocs, Simrad, NVGs
- Exp. Item Index 8 = Field Dressing
- Exp. Item Index 9 = Parachute
Exp.
Code: Select all
-------------------------------------------------
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_92FS [color=DarkSlateGray]( you can not place the usrif_mp5_a3 here since it is a item index 3.)[/color]
ObjectTemplate.addTemplate USRIF_M14 [color=DarkSlateGray](and vica versa, the uspis_92fs can not be placed here since it is an item index 2.)[/color]
ObjectTemplate.addTemplate ushgr_m67
ObjectTemplate.addTemplate hgr_smoke
ObjectTemplate.addTemplate binocular
ObjectTemplate.addTemplate medikit_dressing
rem ObjectTemplate.addTemplate hgr_incendiary
-------------------------------------------------
3. Back Up Files: This is really important when you first start editing, everybody makes stupid mistakes and it can be hard to find you mistakes sometimes. So instead of finding or fixing the mistake it may be easier just to start with a clean slate.
4. Be Patient: Altering files is not something that needs to be rushed. Go slow and mod in small pieces. It can be a bit tedious at times so have your cigarettes and lighter at easily accessible range.

[/CENTER]
In this tutorial I will explain how to make your very own, custom kits.
The route you will take to get to the desired files will be.
[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\objects\object_server.zip\kits.
[FYI]: The Object_server.zip is the main location of all basic modding. Here you will find the weapons folder where you can look and check out the basic setups of weapons and there item index number.
Now you are in the right directory, select the faction that you would like to work with. In this case we are going to be working with the US/USMC. So open up the subfolder "us".
Then select the Soldier that you are wanting to alter. In this tutorial we are going to be altering the pilot kit. So open up the "us_pilot.con" file.
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It should look like this.
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Code: Select all
rem -------------------------------------
ObjectTemplate.addTemplate emptyhands[color=DarkSlateGray] [(this is an item idex 3) Lets give the pilot some firepower][/color]
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------
but in this case we are going to give the pilot the mp5.
So delete the word (emptyhands) and replace it with (usrif_mp5_a3) [exactly how it is spelled,underscored, and spaced.
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It should look like this after alteration
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Code: Select all
rem -------------------------------------
ObjectTemplate.addTemplate usrif_mp5_a3
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------
Now you are ready to try it out in game.

This will be fairly easy. We will be working with two main files.
The first file we will be altering is the init.con file that is in the map folder. Every map has init.con file. The Init.con tells the map what type of soldiers will be playing on the map. In this case we are going to be working with Muttrah. So lets open up the init.con file from Muttrah.
Were going to get rid of the USMC Rifleman and replace him with the USMC Specialist.
[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\levels\muttrah_city_2\server.zip\init.con
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It should look like this.
==================================================
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\muttrah_city_2\
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\muttrah_city_2\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_[color=Red]mec[/color]_SP.con [color=DarkSlateGray]<<<<<\[/color]
run ../../objects/common/spawners/spawners_[color=Red]us[/color]_SP.con [color=DarkSlateGray]<<<<<<<------(These will be needed to change if you are wanting to change factions.)[/color]
endIf
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------
gameLogic.setTeamName 1 "MEC" [color=DarkSlateGray]<<<<\[/color]
gameLogic.setTeamName 2 "US" [color=DarkSlateGray]<<<<<----- (These will change the name on top of the menu kit selectioin screen.)[/color]
gameLogic.setTeamLanguage 1 "MEC" [color=DarkSlateGray]<<<<<\[/color]
gameLogic.setTeamLanguage 2 "English" [color=DarkSlateGray]<<<<---------- (These are obviously the types of voices and dialect that will be implaced on the map.)
[/color]
gameLogic.setTeamFlag 0 "flag_neutral" [color=DarkSlateGray]<<<\ [/color]
gameLogic.setTeamFlag 1 "flag_mec" [color=DarkSlateGray]<<<<< ------- (This tells the game what type of flags will be used in the capture flag sequence.)[/color]
gameLogic.setTeamFlag 2 "flag_us" [color=DarkSlateGray]<<<<<</[/color]
gameLogic.setKit 1 0 "mec_Officer_para" "pr_mec_soldier4 [color=DarkSlateGray]<<<<<<----------(This line of code does two things. The "mec_officer_para" describes what type of soldier will spawn. The "pr_mec_soldier" is purely cosmetic, changing this will alter the clothes that the soldier will wear.)[/color]
gameLogic.setKit 2 0 "us_Officer_para" "pr_usa_soldier4"
gameLogic.setKit 1 1 "mec_support_para" "pr_mec_soldier4"
gameLogic.setKit 2 1 "us_support_para" "pr_usa_soldier4"
gameLogic.setKit 1 2 "mec_assault_para" "pr_mec_soldier3"
gameLogic.setKit 2 2 "us_assault_para" "pr_usa_soldier3"
gameLogic.setKit 1 3 "mec_Rifleman_para" "pr_mec_soldier3"
gameLogic.setKit 2 3 "us_Rifleman_para" "pr_usa_soldier3" [color=DarkSlateGray]<<<<-------( Change this line of code from "us_Rifleman_para" "pr_usa_soldier3" to "us_specialist_para" "pr_usa_soldier1"[/color]
gameLogic.setKit 1 4 "mec_engineer_para" "pr_mec_soldier1"
gameLogic.setKit 2 4 "us_engineer_para" "pr_usa_soldier1"
gameLogic.setKit 1 5 "mec_Medic_para" "pr_mec_soldier2"
gameLogic.setKit 2 5 "us_Medic_para" "pr_usa_soldier2"
gameLogic.setKit 1 6 "mec_Riflemanat_para" "pr_mec_soldier2"
gameLogic.setKit 2 6 "us_Riflemanat_para" "pr_usa_soldier2"
rem -----------------------------------------------------------------------------
gameLogic.setBeforeSpawnCamera -479/31/-413 -144/-13/0
if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix "muttrah"
else
texturemanager.customTextureSuffix "muttrah"
endIf
rem -----------------------------------------------------------------------------
GameLogic.MaximumLevelViewDistance 700
rem -----------------------------------------------------------------------------
gameLogic.setDefaultNumberOfTicketsEx 16 1 300
gameLogic.setDefaultNumberOfTicketsEx 16 2 300
gameLogic.setDefaultNumberOfTicketsEx 32 1 300
gameLogic.setDefaultNumberOfTicketsEx 32 2 300
gameLogic.setDefaultNumberOfTicketsEx 64 1 400
gameLogic.setDefaultNumberOfTicketsEx 64 2 400
gameLogic.setDefaultNumberOfTicketsEx 128 1 400
gameLogic.setDefaultNumberOfTicketsEx 128 2 400
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 5
gameLogic.setTicketLossPerMin 2 5
rem -----------------------------------------------------------------------------
rem -----------------------------------------------------------------------------
renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
[FYI]: If you want to see what other kinds of kts you can place follow this directory.
[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\objects\object_server.zip\kit
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It Should look like this after alteration.
=================================================
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\muttrah_city_2\
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\muttrah_city_2\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_mec_SP.con
run ../../objects/common/spawners/spawners_us_SP.con
endIf
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_Officer_para" "pr_mec_soldier4
gameLogic.setKit 2 0 "us_Officer_para" "pr_usa_soldier4"
gameLogic.setKit 1 1 "mec_support_para" "pr_mec_soldier4"
gameLogic.setKit 2 1 "us_support_para" "pr_usa_soldier4"
gameLogic.setKit 1 2 "mec_assault_para" "pr_mec_soldier3"
gameLogic.setKit 2 2 "us_assault_para" "pr_usa_soldier3"
gameLogic.setKit 1 3 "mec_Rifleman_para" "pr_mec_soldier3"
gameLogic.setKit 2 3 [color=Red]"us_specialist_para" "pr_usa_soldier1"[/color]
gameLogic.setKit 1 4 "mec_engineer_para" "pr_mec_soldier1"
gameLogic.setKit 2 4 "us_engineer_para" "pr_usa_soldier1"
gameLogic.setKit 1 5 "mec_Medic_para" "pr_mec_soldier2"
gameLogic.setKit 2 5 "us_Medic_para" "pr_usa_soldier2"
gameLogic.setKit 1 6 "mec_Riflemanat_para" "pr_mec_soldier2"
gameLogic.setKit 2 6 "us_Riflemanat_para" "pr_usa_soldier2"
rem -----------------------------------------------------------------------------
gameLogic.setBeforeSpawnCamera -479/31/-413 -144/-13/0
if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix "muttrah"
else
texturemanager.customTextureSuffix "muttrah"
endIf
rem -----------------------------------------------------------------------------
GameLogic.MaximumLevelViewDistance 700
rem -----------------------------------------------------------------------------
gameLogic.setDefaultNumberOfTicketsEx 16 1 300
gameLogic.setDefaultNumberOfTicketsEx 16 2 300
gameLogic.setDefaultNumberOfTicketsEx 32 1 300
gameLogic.setDefaultNumberOfTicketsEx 32 2 300
gameLogic.setDefaultNumberOfTicketsEx 64 1 400
gameLogic.setDefaultNumberOfTicketsEx 64 2 400
gameLogic.setDefaultNumberOfTicketsEx 128 1 400
gameLogic.setDefaultNumberOfTicketsEx 128 2 400
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 5
gameLogic.setTicketLossPerMin 2 5
rem -----------------------------------------------------------------------------
rem -----------------------------------------------------------------------------
renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
The main reason why you might need to do this is, that you see the need for another weapon in your kit, but you cant place the weapon in the weapon slot that you would like.
Exp. us_sniper.con
Code: Select all
rem -------------------------------------
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate M40A3
ObjectTemplate.addTemplate nsrif_crossbow
ObjectTemplate.addTemplate hgr_smoke_signalgreen_us
ObjectTemplate.addTemplate hgr_smoke_signalpurple [color=DarkSlateGray]<---- (I think that this spot can be used better with a grappling hook, but the grapplinghook is an item index 2)[/color]
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_3
rem -------------------------------------
1. Find and Copy: However in order to do this we are going to need to make a copy of the original weapon files.
[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\objects\object_server.zip\weapons\handheld\nsrif_grapplinghook\nsrif_grapplinghook.con & nsrif_grapplinghook.tweak <----(copy these files and place them on your desktop.)
2. Rename and Replace: Now after you copy these files (both the .con and .tweak File) rename them to
nsrif_grapplinghook_idx6.con
then change the tweak to
nsrif_grapplinghook_idx6.tweak
Then add them back to the archiver program.
3. Alter .con: Now you will have to go into the two files that you just renamed and atler them. We will start with the (nsrif_grapplinghook_idx6.con)
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It should look like this.
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Code: Select all
-------------------------------------------------------------------------------
GeometryTemplate.create BundledMesh nsrif_grapplinghook [color=DarkSlateGray][add (_idx6) to the end][/color]
rem CollisionManager.createTemplate nsrif_grapplinghook [color=DarkSlateGray][add (_idx6) to the end][/color]
ObjectTemplate.create GenericFireArm nsrif_grapplinghook [color=DarkSlateGray][add (_idx6) to the end][/color]
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.creator JEREMY:jeremypr
ObjectTemplate.collisionMesh nsrif_grapplinghook
ObjectTemplate.mapMaterial 0 cgfxShader1 0
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.physicsType 0
ObjectTemplate.geometry nsrif_grapplinghook
include nsrif_grapplinghook.tweak [color=DarkSlateGray][add (_idx6) to the end of the "k" in grappling hook.][/color]
------------------------------------------------------------------------------
It should look like this after alteration.
==================================================
Code: Select all
------------------------------------------------------------------------------
GeometryTemplate.create BundledMesh nsrif_grapplinghook[color=Red]_idx6[/color]
rem CollisionManager.createTemplate nsrif_grapplinghook[color=Red]_idx6[/color]
ObjectTemplate.create GenericFireArm nsrif_grapplinghook[color=Red]_idx6[/color]
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.creator JEREMY:jeremypr
ObjectTemplate.collisionMesh nsrif_grapplinghook
ObjectTemplate.mapMaterial 0 cgfxShader1 0
ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.physicsType 0
ObjectTemplate.geometry nsrif_grapplinghook
include nsrif_grapplinghook[color=Red]_idx6[/color].tweak
-----------------------------------------------------------------------------
4. Save: Now save the file and update the archiver.
5. Alter .tweak: Now we will move to the .tweak file. Open up the file and scroll around and look at how these files are setup. I have color coded the changes that need to be made.
Code: Select all
rem *** Generated with Bf2Editor.exe [created: 2005/7/30 12:37]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericFireArm nsrif_grapplinghook [color=DarkSlateGray]<---[add (_idx6) to the end.)[/color]
ObjectTemplate.creator TLO-1:tlo
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.setNetworkableInfo HandFireArmsInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\nsrif_grapplinghook.tga
ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\nsrif_grapplinghook_mini.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\nsrif_grapplinghook.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\grapplinghook.tga
ObjectTemplate.weaponHud.hudName "KILLMESSAGE_WEAPON_ghook"
ObjectTemplate.weaponHud.altGuiIndex 6
ObjectTemplate.weaponHud.hasFireRate 0
rem ---EndComp ---
rem ---BeginComp:ThrownFireComp ---
ObjectTemplate.createComponent ThrownFireComp
ObjectTemplate.fire.fireLaunchDelay 0.55
ObjectTemplate.fire.altFireInput PIAltFire
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.projectileStartPosition 0/-0.04/0.18
ObjectTemplate.fire.fireLaunchDelaySoft 2.81111
ObjectTemplate.fire.showWeaponAfterReloadDelay 0.05
ObjectTemplate.fire.pullBackTime 1
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 2.4
ObjectTemplate.ammo.minimumTimeUntilReload 2
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.instantReloadOnEnable 1
ObjectTemplate.ammo.toggleWhenNoAmmo 1
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.setFireDev 0.8 0.4 0.02
ObjectTemplate.deviation.minDev 0.75
ObjectTemplate.deviation.setTurnDev 0 0 0 0
ObjectTemplate.deviation.setSpeedDev 4 0.6 0.6 0.1
ObjectTemplate.deviation.setMiscDev 3 3 0.1
ObjectTemplate.deviation.devModStand 2
ObjectTemplate.deviation.devModCrouch 2
ObjectTemplate.deviation.devModLie 2
ObjectTemplate.deviation.devModZoom 2
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:ThrownAnimationComp ---
ObjectTemplate.createComponent ThrownAnimationComp
rem ---EndComp ---
ObjectTemplate.geometry nsrif_grapplinghook
ObjectTemplate.setCollisionMesh nsrif_grapplinghook
ObjectTemplate.mapMaterial 0 cgfxShader1 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Fire1P
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Fire1P_Outdoor
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Fire3P
ObjectTemplate.addTemplate S_nsrif_grapplinghook_BoltClick
ObjectTemplate.addTemplate S_nsrif_grapplinghook_TriggerClick
ObjectTemplate.addTemplate S_nsrif_grapplinghook_SwitchFireRate
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Reload1P
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Reload3P
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Deploy1P
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Deploy3P
ObjectTemplate.addTemplate S_nsrif_grapplinghook_Zoom
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/nsrif_grapplinghook/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/nsrif_grapplinghook/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate GrapplingHookRope
ObjectTemplate.keepProjectiles 600
ObjectTemplate.velocity 225
ObjectTemplate.itemIndex 2 [color=DarkSlateGray]<<<<<<<<-------------------(change "2" to a "6" )[/color]
ObjectTemplate.delayToUse 3
ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Fire1P
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/nsrif_grapplinghook/sound/grapple throw.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.28
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Fire1P_Outdoor
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/nsrif_grapplinghook/sound/grapple throw.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.29
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Fire3P
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/nsrif_grapplinghook/sound/grapple throw.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.29
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 2
ObjectTemplate.halfVolumeDistance 4
ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_BoltClick
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_TriggerClick
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_SwitchFireRate
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Reload1P
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Reload3P
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Deploy1P
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/ussht_jackhammer/sounds/deploy_1p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.58
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Deploy3P
ObjectTemplate.modifiedByUser "daveke"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/ussht_jackhammer/sounds/deploy_3p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.58
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 1
ObjectTemplate.activeSafe Sound S_nsrif_grapplinghook_Zoom
ObjectTemplate.modifiedByUser "daveke"
Open up the us_sniper.con file (The same file as shown early in the tutorial.)
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It should look like this.
==================================================
Code: Select all
rem -------------------------------------
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate M40A3
ObjectTemplate.addTemplate nsrif_crossbow
ObjectTemplate.addTemplate hgr_smoke_signalgreen_us
ObjectTemplate.addTemplate hgr_smoke_signalpurple [color=DarkSlateGray]<----(Now lets get rid of that smoke nade and replace it with our new grappling hook)[/color]
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_3
rem -------------------------------------
It should look like this after alteration.
==================================================
Code: Select all
rem -------------------------------------
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate M40A3
ObjectTemplate.addTemplate nsrif_crossbow
ObjectTemplate.addTemplate hgr_smoke_signalgreen_us
ObjectTemplate.addTemplate nsrif_grapplinghook_idx6
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_3
rem -------------------------------------
Give it a shot.

In this tutorial, Im going to show you how to turn you stock weapons into lead breathing dragons.
Were going to do a couple different things in this tutorial.
[Goals]:
1. Change Fire Modes: You will learn how to add and remove current firemodes.
- Exp. The Simonov (SKS) is a semi-automatic rifle.
- Exp. The M249 SAW is a fully automatic rifle.
- Exp. The M16a4 is a multi-mode: Single shot and three round burst.
3. Add More Ammo and Magazines: Were going to give the gun multiple mags and increase mag capacity.
The gun were going to be working with is the rusht_slugshot (saiga 12 "slug").
Now first thing we are going to do, is make a copy of the rusht_slugshot.
[FYI]: I would suggest making a mod folder some where on your computer where you can store original files.
Now lets start modding.
[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\objects\object_server.zip\weapon\handheld\rusht_slugshot\rusht_slugshot.tweak
[FYI]: Your weapon file will be longer than the one im showing you now. I just copied what is actually used in this tutorial.
Code: Select all
[rem *** Generated with Bf2Editor.exe [created: 2005/2/24 20:1]
GeometryTemplate.setMaterialReflectionScale 0 0 0 0.35
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericFireArm RUSHT_Slugshot
ObjectTemplate.creator TDA-1:tda
ObjectTemplate.modifiedByUser jsa
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\RUSHT_Saiga12.tga
ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\RUSHT_Saiga12_mini.tga
ObjectTemplate.weaponHud.selectIcon Ingame/Weapons/Icons/Hud/Selection/rusht_slugshot.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\breachingslug.tga
ObjectTemplate.weaponHud.hudName "killed"
ObjectTemplate.weaponHud.guiIndex 61
ObjectTemplate.weaponHud.altGuiIndex 60
ObjectTemplate.weaponHud.deviationFactor 1
ObjectTemplate.weaponHud.disableOnSprint 1
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.roundsPerMinute 600
ObjectTemplate.fire.addFireRate 0 [color=DarkSlateGray]<<<<<<<---------(This # denotes the fire mode of a weapon 0=single 1=burst 2=full[/color]
[color=Red]ObjectTemplate.fire.addFireRate 2[/color] [color=DarkSlateGray]<<<<<<<-----------( You must add this line of code.)[/color]
ObjectTemplate.fire.fireInCameraDof 1
ObjectTemplate.fire.batchSize 1 [color=DarkSlateGray]<<<<<<<-----------(This code shows the amount of projectiles that fly out of the barrel every click of the trigger. since we are making a shot gun we need to increase the value. change "1" to "12")[/color]
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 2 [color=DarkSlateGray]<<<<<<-------(Number of magazines obviously, but if you are wanting to give a soldier 5 extra mags you need to add 1 to that number. Otherwise the soldier will have 1 mag in the gun and 4 on his side. So lets go crazy and give the man 6 total mags.)[/color]
ObjectTemplate.ammo.magSize 8 [color=DarkSlateGray]<<<<<<---------(This shows the amount of rounds that are in one magazine, lets give him a 10 round mag. Change "8" to "10")[/color]
ObjectTemplate.ammo.reloadTime 5.6
rem ---EndComp ---
rem ---BeginComp:SoldierBasedRecoilComp ---
ObjectTemplate.createComponent SoldierBasedRecoilComp
ObjectTemplate.recoil.hasRecoilForce 1
ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/3/3/0
ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-1.2/1.2/1
ObjectTemplate.recoil.zoomModifier 1
ObjectTemplate.recoil.goBackOnRecoil 1
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.minDev .25 [color=DarkSlateGray]<<<<<<------------( These "deviation" lines of code all control weapon accuracy.)[/color]
[color=Red]ObjectTemplate.deviation.subProjectileDev 0.8[/color] [color=DarkSlateGray]<<<<<----------- (You must add this line of code, otherwise 12 projectiles will come out of the gun but they will all hit in the same spot.)[/color]
ObjectTemplate.deviation.setFireDev .1 .1 .006
ObjectTemplate.deviation.setTurnDev .5 .045 .045 .02
ObjectTemplate.deviation.setSpeedDev .5 .5 .5 .008
ObjectTemplate.deviation.setMiscDev 5 5 .05
ObjectTemplate.deviation.devModStand 4 [color=DarkSlateGray]<<<<<<<\[/color]
ObjectTemplate.deviation.devModCrouch 3.5 [color=DarkSlateGray]<<<<<<\[/color]
ObjectTemplate.deviation.devModLie 3 [color=DarkSlateGray]<<<<<<<<<<--------------- (These are normally all you will need to mess with.)[/color]
ObjectTemplate.deviation.devModZoom .4 [color=DarkSlateGray]<<<<<<<</[/color]
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
ObjectTemplate.animation.useShiftAnimation 1
ObjectTemplate.animation.shiftDelay .05
rem ---EndComp ---
rem ---BeginComp :D efaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay 0.4
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor 1.099 [color=DarkSlateGray]<<<<<<---------(This controls how much zoom factor you have. The smaller the number the closer an object appears.)[/color]
rem ---EndComp ---
ObjectTemplate.geometry rusht_saiga12
ObjectTemplate.setCollisionMesh rusht_saiga12
ObjectTemplate.mapMaterial 0 collision_material 0
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.aiTemplate chsht_slugshot
rem -------------------------------------
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Fire1P
ObjectTemplate.setPosition 0/0.0275361/0.476545
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Fire1P_Outdoor
ObjectTemplate.setPosition 0/0.0281169/0.476901
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Fire3P
ObjectTemplate.setPosition 0/0.0293077/0.471335
ObjectTemplate.addTemplate S_RUSHT_Slugshot_BoltClick
ObjectTemplate.setPosition 0/0.0537854/-0.107173
ObjectTemplate.addTemplate S_RUSHT_Slugshot_TriggerClick
ObjectTemplate.setPosition 0/0/-0.0722691
ObjectTemplate.addTemplate S_RUSHT_Slugshot_SwitchFireRate
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Reload1P
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Reload3P
ObjectTemplate.setPosition 0/-0.0145936/0.0481174
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Deploy1P
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Deploy3P
ObjectTemplate.setPosition 0/0.0502785/-0.12201
ObjectTemplate.addTemplate S_RUSHT_Slugshot_Zoom
ObjectTemplate.addTemplate e_muzz_shotgun
ObjectTemplate.setPosition 0/0.0293347/0.475352
ObjectTemplate.addTemplate e_shellejection_shotgun
ObjectTemplate.setPosition 0/0.0570604/0.0625816
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/RUSHT_Saiga12/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/RUSHT_Saiga12/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate 1200_slug [color=DarkSlateGray]<<<---------(This is the projectile selection template. Lets change this from "1200_slug" to "1200_buck".)[/color]
ObjectTemplate.velocity 400 [color=DarkSlateGray]<<<<<-------(This controls how fast the projectile moves)[/color]
ObjectTemplate.itemIndex 4 [color=DarkSlateGray]<<<<<<<-------------(As i have stated in previous posts this is the location that the weapon will appear in the kit loadout.)[/color]
ObjectTemplate.delayToUse 2.6Now save the file and update the archiver.
Now we are going to give the projectiles the strength to knock down doors and break locks.
[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\objects\object_server.zip\weapons\common\projectiles\1200_buck.con
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Code: Select all
ObjectTemplate.create GenericProjectile 1200_buck
ObjectTemplate.material 3012 [color=DarkSlateGray]<<<<<<<---------(Change this to 3013 this will give the projectile the strength charateristics of a slug but with the scatter effect of buck shot.) [/color]
ObjectTemplate.damage 15
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 20
ObjectTemplate.DistToMinDamage 80
ObjectTemplate.gravityModifier 1.5
include projectiles_common.tweak
Or add this weapon to any other faction, i gave it to the ruskies.
I also did this for the M 1014, as you can see it will take out the door but also has buckshot capabilities.
<object width="425" height="344"><param name="movie" value="http://www.youtube.com/v/m7kSWoDmBio&hl ... ram><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/m7kSWoDmBio&hl=en&fs=1" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="425" height="344"></embed></object>[/youtube]

We are going to make a doomsday device. Yes even more powerful then the JDAM. Were going to make Al Basrah Province look like Hiroshima in 1945.
This tutorial goes hand in hand with my "How To Alter Index Numbers" tutorial.
[FYI]: You must read my other tutorial "How To Alter Index Numbers" first. As I am going to assume you have later in this tutorial.
Were going to be working with the Artillery IED.
Now before we start altering the Arty Ied we are going to need to make a variant copy. I named my copy "nuke_ied"
After you have made a copy of the arty_ied and renamed it.
==================================================
It should look like this.
==================================================
Code: Select all
rem *** Generated with Bf2Editor.exe [created: 2005/3/23 15:53]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericFireArm nuke_ied
ObjectTemplate.creator MBA-1:mba
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\USLMG_M249SAW.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\arty_ied.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\ied.tga
ObjectTemplate.weaponHud.hudName "killed"
ObjectTemplate.weaponHud.guiIndex 82
ObjectTemplate.weaponHud.altGuiIndex 0
ObjectTemplate.weaponHud.hasMag 1
ObjectTemplate.weaponHud.showAmmo 1
ObjectTemplate.weaponHud.showClips 1
ObjectTemplate.weaponHud.hasFireRate 0
ObjectTemplate.weaponHud.disableOnSprint 1
rem ---EndComp ---
rem ---BeginComp:ExplosivesFireComp ---
ObjectTemplate.createComponent ExplosivesFireComp
ObjectTemplate.fire.altFireInput PIAltFire
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.maxProjectilesInWorld 10
ObjectTemplate.fire.fireLaunchDelay 5.25
ObjectTemplate.fire.onlyFireWhenProne 1
rem ObjectTemplate.fire.pullBackTime 0
ObjectTemplate.fire.detonatorObject insrg_ied_detonator [color=DarkSlateGray]<<<<<<----------( This denotes the type of detonator that you will see in the soldiers hand.)[/color]
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 2.2
ObjectTemplate.ammo.minimumTimeUntilReload 0.1
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.instantReloadOnEnable 1
ObjectTemplate.ammo.toggleWhenNoAmmo 1
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
ObjectTemplate.sound.noisy 0
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
ObjectTemplate.geometry arty_ied
ObjectTemplate.setCollisionMesh arty_ied
ObjectTemplate.mapMaterial 0 collisionmaterial 81
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.aiTemplate C4_AI
rem -------------------------------------
ObjectTemplate.addTemplate S_arty_ied_Fire1P
ObjectTemplate.addTemplate S_arty_ied_Fire1P_Outdoor
ObjectTemplate.addTemplate S_arty_ied_Fire3P
ObjectTemplate.addTemplate S_arty_ied_BoltClick
ObjectTemplate.addTemplate S_arty_ied_TriggerClick
ObjectTemplate.addTemplate S_arty_ied_SwitchFireRate
ObjectTemplate.addTemplate S_arty_ied_Reload1P
ObjectTemplate.addTemplate S_arty_ied_Reload3P
ObjectTemplate.addTemplate S_arty_ied_Deploy1P
ObjectTemplate.addTemplate S_arty_ied_Deploy3P
ObjectTemplate.addTemplate S_arty_ied_Zoom
ObjectTemplate.addTemplate insrg_ied_detonator
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/arty_ied/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/arty_ied/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate arty_ied_Projectile
ObjectTemplate.keepProjectiles 30
ObjectTemplate.velocity 2
ObjectTemplate.itemIndex 5
ObjectTemplate.delayToUse 2
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.create GenericProjectile arty_ied_Projectile
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.createNotInGrid 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1000
ObjectTemplate.armor.defaultMaterial 90
ObjectTemplate.armor.waterLevel -0.5
rem ---EndComp ---
rem ---BeginComp:StickyCollisionComp ---
ObjectTemplate.createComponent StickyCollisionComp
ObjectTemplate.collision.bouncing 1
ObjectTemplate.collision.maxStickAngle 60
ObjectTemplate.collision.stickToVehicles 0 [color=DarkSlateGray]<<<<<<-------------( This allows you to stick it to the side of your vehicle. I suggest turning this value from "0" to "1")[/color]
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 80[color=DarkSlateGray] <<<<------( This denotes the type of abilities this bomb will have.)[/color]
ObjectTemplate.detonation.explosionForce 30 [color=DarkSlateGray]<<<<<-------( This basically tells you how far objects will be throw. Soldiers, Vehciles, and Crates .ect)[/color]
ObjectTemplate.detonation.explosionDamage 4000 [color=DarkSlateGray]<<<<<-------( This denotes total damage done by the blast.)[/color]
ObjectTemplate.detonation.explosionRadius 33 [color=DarkSlateGray]<<<<<----------( This is obviously how large the invisible damge will be.)[/color]
ObjectTemplate.detonation.detonateOnWaterCollision 0
ObjectTemplate.detonation.endEffectTemplate e_exp_arty_ied [color=DarkSlateGray]<<<<<<---------( This denotes the type of explosion effect that will be seen. Were going to change the value from "e_exp_arty_ied" to "e_exp_mini_nuke"[/color]
ObjectTemplate.detonation.useMMOnEndEffect 1
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
rem ---EndComp ---
ObjectTemplate.geometry arty_ied
ObjectTemplate.drag 20
ObjectTemplate.gravityModifier 2
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 81
rem -------------------------------------
ObjectTemplate.addTemplate S_arty_ied_Projectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/9999/0/0
ObjectTemplate.material 81
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.localPredictOnClient 1
ObjectTemplate.damage 0
ObjectTemplate.armingDelay 0.5
ObjectTemplate.visibleOn3dMap 0
rem ObjectTemplate.3dMapIcon 9
rem ObjectTemplate.canPickup 1
ObjectTemplate.activeSafe Sound S_arty_ied_Fire1P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_plant.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 2
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.8
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.activeSafe Sound S_arty_ied_Fire1P_Outdoor
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.activeSafe Sound S_arty_ied_Fire3P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_plant.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.65
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.minDistance 2
ObjectTemplate.halfVolumeDistance 4
ObjectTemplate.activeSafe Sound S_arty_ied_BoltClick
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.activeSafe Sound S_arty_ied_TriggerClick
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.activeSafe Sound S_arty_ied_SwitchFireRate
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.activeSafe Sound S_arty_ied_Reload1P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.activeSafe Sound S_arty_ied_Reload3P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 2
ObjectTemplate.activeSafe Sound S_arty_ied_Deploy1P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.activeSafe Sound S_arty_ied_Deploy3P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 2
ObjectTemplate.activeSafe Sound S_arty_ied_Zoom
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.activeSafe Sound S_arty_ied_Projectile_Looping
ObjectTemplate.modifiedByUser nfe
It should look like this after alteration.
===============================================
Code: Select all
rem *** Generated with Bf2Editor.exe [created: 2005/3/23 15:53]
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericFireArm nuke_ied
ObjectTemplate.creator MBA-1:mba
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\USLMG_M249SAW.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\arty_ied.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\ied.tga
ObjectTemplate.weaponHud.hudName "killed"
ObjectTemplate.weaponHud.guiIndex 82
ObjectTemplate.weaponHud.altGuiIndex 0
ObjectTemplate.weaponHud.hasMag 1
ObjectTemplate.weaponHud.showAmmo 1
ObjectTemplate.weaponHud.showClips 1
ObjectTemplate.weaponHud.hasFireRate 0
ObjectTemplate.weaponHud.disableOnSprint 1
rem ---EndComp ---
rem ---BeginComp:ExplosivesFireComp ---
ObjectTemplate.createComponent ExplosivesFireComp
ObjectTemplate.fire.altFireInput PIAltFire
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.maxProjectilesInWorld 10
ObjectTemplate.fire.fireLaunchDelay 5.25
ObjectTemplate.fire.onlyFireWhenProne 1
rem ObjectTemplate.fire.pullBackTime 0
ObjectTemplate.fire.detonatorObject insrg_ied_detonator
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 2.2
ObjectTemplate.ammo.minimumTimeUntilReload 0.1
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.instantReloadOnEnable 1
ObjectTemplate.ammo.toggleWhenNoAmmo 1
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
ObjectTemplate.sound.noisy 0
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
ObjectTemplate.geometry arty_ied
ObjectTemplate.setCollisionMesh arty_ied
ObjectTemplate.mapMaterial 0 collisionmaterial 81
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.aiTemplate C4_AI
rem -------------------------------------
ObjectTemplate.addTemplate S_arty_ied_Fire1P
ObjectTemplate.addTemplate S_arty_ied_Fire1P_Outdoor
ObjectTemplate.addTemplate S_arty_ied_Fire3P
ObjectTemplate.addTemplate S_arty_ied_BoltClick
ObjectTemplate.addTemplate S_arty_ied_TriggerClick
ObjectTemplate.addTemplate S_arty_ied_SwitchFireRate
ObjectTemplate.addTemplate S_arty_ied_Reload1P
ObjectTemplate.addTemplate S_arty_ied_Reload3P
ObjectTemplate.addTemplate S_arty_ied_Deploy1P
ObjectTemplate.addTemplate S_arty_ied_Deploy3P
ObjectTemplate.addTemplate S_arty_ied_Zoom
ObjectTemplate.addTemplate insrg_ied_detonator
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/arty_ied/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/arty_ied/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate arty_ied_Projectile
ObjectTemplate.keepProjectiles 30
ObjectTemplate.velocity 2
ObjectTemplate.itemIndex 5
ObjectTemplate.delayToUse 2
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.create GenericProjectile arty_ied_Projectile
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.createNotInGrid 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp:Armor ---
ObjectTemplate.createComponent Armor
ObjectTemplate.armor.maxHitPoints 1000
ObjectTemplate.armor.defaultMaterial 90
ObjectTemplate.armor.waterLevel -0.5
rem ---EndComp ---
rem ---BeginComp:StickyCollisionComp ---
ObjectTemplate.createComponent StickyCollisionComp
ObjectTemplate.collision.bouncing 1
ObjectTemplate.collision.maxStickAngle 60
ObjectTemplate.collision.stickToVehicles[color=Red] 1[/color]
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 80
ObjectTemplate.detonation.explosionForce [color=Red]120[/color]
ObjectTemplate.detonation.explosionDamage [color=Red]6000[/color]
ObjectTemplate.detonation.explosionRadius [color=Red]50[/color]
ObjectTemplate.detonation.detonateOnWaterCollision 0
ObjectTemplate.detonation.endEffectTemplate [color=Red]e_exp_mini_nuke[/color]
ObjectTemplate.detonation.useMMOnEndEffect 1
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
ObjectTemplate.penetrate.allowSolidPenetration 0
rem ---EndComp ---
ObjectTemplate.geometry arty_ied
ObjectTemplate.drag 20
ObjectTemplate.gravityModifier 2
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 81
rem -------------------------------------
ObjectTemplate.addTemplate S_arty_ied_Projectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/9999/0/0
ObjectTemplate.material 81
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.localPredictOnClient 1
ObjectTemplate.damage 0
ObjectTemplate.armingDelay 0.5
ObjectTemplate.visibleOn3dMap 0
rem ObjectTemplate.3dMapIcon 9
rem ObjectTemplate.canPickup 1
ObjectTemplate.activeSafe Sound S_arty_ied_Fire1P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_plant.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 2
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.8
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.activeSafe Sound S_arty_ied_Fire1P_Outdoor
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.activeSafe Sound S_arty_ied_Fire3P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_plant.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.65
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.minDistance 2
ObjectTemplate.halfVolumeDistance 4
ObjectTemplate.activeSafe Sound S_arty_ied_BoltClick
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.activeSafe Sound S_arty_ied_TriggerClick
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.activeSafe Sound S_arty_ied_SwitchFireRate
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.activeSafe Sound S_arty_ied_Reload1P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.activeSafe Sound S_arty_ied_Reload3P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 2
ObjectTemplate.activeSafe Sound S_arty_ied_Deploy1P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.activeSafe Sound S_arty_ied_Deploy3P
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/arty_ied/sounds/artyied_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 2
ObjectTemplate.activeSafe Sound S_arty_ied_Zoom
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.activeSafe Sound S_arty_ied_Projectile_Looping
ObjectTemplate.modifiedByUser nfe
This is a little preview to what this puppy will do.


This Tutorial will help explain how to take out vehicles you may not like. Or add some of you favorite vehicles to a map that is just craving for some extra fire power.
Were going to be working with Kashan Desert (Since this has been a recent topic of interest).
Were only going to be working with two files. But first lets load up the gameplayobject.con
[Directory]:C:\Program Files\EA GAMES\Battlefield 2\mods\pr_sp_85 or pr_sp8\levels\kashan desert\server.zip\gamemodes\gpm_coop\64\gameplayobject.con
The File should look like this.
Take a look at this file and familiarize your self with it and it's setup.
[FYI]: Your file will MUCH MUCH MUCH LARGER, probably a couple of thousand lines.
Code: Select all
rem ********** Object Spawner **********
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_southeli]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_southeli
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_southeli
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 she_ec635
ObjectTemplate.minSpawnDelay 180
ObjectTemplate.maxSpawnDelay 180
ObjectTemplate.spawnDelayAtStart 1
ObjectTemplate.TimeToLive 240
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_aa]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_aa [color=DarkSlateGray]<<<<<<--------(This for the most part gives you a breif discription of what and where is going to spawn at this location.)[/color]
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_aa
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 zpu4 [color=DarkSlateGray]<<<<<<------------------(This is the line of code you are going to have to replace.)[/color]
ObjectTemplate.minSpawnDelay 320 [color=DarkSlateGray]<<<<<<-----\[/color]
ObjectTemplate.maxSpawnDelay 320[color=DarkSlateGray]<<<<<<--------(These are the time restraints that are placed on the asset when it comes to spawning.)[/color]
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
ObjectTemplate.team 1 [color=DarkSlateGray]<<<<<---------(This explains which team will have access to the weapon or vehicle.)[/color]
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_tnk_0]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_tnk_0
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_tnk_0
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 iraqtnk_t72
ObjectTemplate.minSpawnDelay 180
ObjectTemplate.maxSpawnDelay 180
ObjectTemplate.TimeToLive 300
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_tnk_3]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_tnk_3
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_tnk_3
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 iraqtnk_t72
ObjectTemplate.minSpawnDelay 180
ObjectTemplate.maxSpawnDelay 180
ObjectTemplate.TimeToLive 240
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_apc]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_apc
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_apc
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_vodnik
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 320
ObjectTemplate.Distance 100
ObjectTemplate.maxNrOfObjectSpawned 2
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_rpr]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_rpr
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_rpr
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_vodnik
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 300
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_rpr_0]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_rpr_0
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_rpr_0
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_vodnik
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 300
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
[Directory]:C:\Program Files\ EA GAMES\ Battlefield 2\mods\pr_sp_85 or pr_sp8\objects\objects_server.zip\vehicles
Once you have this folder open you will see a couple of other folders that will include all of you land, air, and sea vehicles.
Lets go into the land vehicles and use the british challenger (just so you can easliy tell that this is effecting the map.) , or whatever vehicle you are wanting to add.
Go back into the gameplayobject.con, and replace one of the (jep_vodnik) with a (gb_tnk_challenger_green)
==================================================
It should look like this.
==================================================
Code: Select all
rem ********** Object Spawner **********
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_southeli]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_southeli
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_southeli
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 she_ec635
ObjectTemplate.minSpawnDelay 180
ObjectTemplate.maxSpawnDelay 180
ObjectTemplate.spawnDelayAtStart 1
ObjectTemplate.TimeToLive 240
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_aa]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_aa
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_aa
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 zpu4
ObjectTemplate.minSpawnDelay 320
ObjectTemplate.maxSpawnDelay 320
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_tnk_0]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_tnk_0
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_tnk_0
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 iraqtnk_t72
ObjectTemplate.minSpawnDelay 180
ObjectTemplate.maxSpawnDelay 180
ObjectTemplate.TimeToLive 300
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_tnk_3]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_tnk_3
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_tnk_3
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 iraqtnk_t72
ObjectTemplate.minSpawnDelay 180
ObjectTemplate.maxSpawnDelay 180
ObjectTemplate.TimeToLive 240
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_apc]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_apc
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_apc
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_vodnik [color=DarkSlateGray]<<<<<<<-------(Change this to "gb_tnk_challenger_green")[/color]
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 320
ObjectTemplate.Distance 100
ObjectTemplate.maxNrOfObjectSpawned 2
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
==================================================
[b]It should look like this after alteration[/b].
==================================================
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_apc]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_apc
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_apc
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 [color=Red]gb_tnk_challenger_green[/color]
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 320
ObjectTemplate.Distance 100
ObjectTemplate.maxNrOfObjectSpawned 2
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
==================================================
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_rpr]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_rpr
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_rpr
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_vodnik
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 300
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
rem [ObjectSpawnerTemplate: cpname_kd_64_mecmain_rpr_0]
ObjectTemplate.create ObjectSpawner cpname_kd_64_mecmain_rpr_0
ObjectTemplate.activeSafe ObjectSpawner cpname_kd_64_mecmain_rpr_0
ObjectTemplate.modifiedByUser "StonedUser"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_vodnik
ObjectTemplate.minSpawnDelay 120
ObjectTemplate.maxSpawnDelay 120
ObjectTemplate.TimeToLive 300
ObjectTemplate.Distance 100
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1
==================================================

In this tutorial im going to show you how to add some extra horsepower to your favorite vehicle. This is pretty simple to achieve but it might be difficult to find that specific speed that is right for you.
Im going to be working with the Insurgent Carbomb.
[Directory]:
WIP^
==================================================
[highlight]This list is not completed, it is a WIP
[/highlight]
ALSO IF YOU HAVE ANY SUGGESTIONS ABOUT WHAT YOU WOULD LIKE TO SEE DONE JUST ASK.


[/thread] 