How to Mod PR Co-op Game Mode (Unsupported)

Information and tutorials related to modding BF2.
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RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

# Default is usjep_hmmwvm2, gb_jeep_landrover, jep_nanjing, jep_vodnik and mil_jeep_technical
I would try changing the USJEP_HMMWVM2 to gb_tnk_scimitar_cage

and if that doesnt work try just using the gb_tnk_scimitar in both slots.
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RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

Carlez_1 wrote:new question:
How would i go about editing the area attack data? I would like to change the artillery reloading times in order to use the area attack more often. What should be altered in what files?

I am not blowing off your question, just so you know.

Im currently working on it.

I think i just about got it.
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kirby2315
Posts: 7
Joined: 2009-02-23 23:52

Re: How to begin Modding your PR_SP

Post by kirby2315 »

RAW HOMICIDAL wrote:I would try changing the USJEP_HMMWVM2 to gb_tnk_scimitar_cage

and if that doesnt work try just using the gb_tnk_scimitar in both slots.
No good. Tried doing it both ways and still CTD. I have a feeling the problem lies in another file but I'm not sure where. Doing this would eliminate the need to change assets per map and just impliment this mod that would affect all maps. There must be a way.
666planer
Posts: 218
Joined: 2009-03-06 01:56

Re: How to begin Modding your PR_SP

Post by 666planer »

Maybye reinstalling PR SP and making that one change and test to see of you get a CTD, if not than you'll know it was a different file.

Not unless you have a bunch of other changes that you have been working on.
666planer
Posts: 218
Joined: 2009-03-06 01:56

Re: How to begin Modding your PR_SP

Post by 666planer »

Or bring in your back up files, if have hav' em
kirby2315
Posts: 7
Joined: 2009-02-23 23:52

Re: How to begin Modding your PR_SP

Post by kirby2315 »

666planer wrote:Maybye reinstalling PR SP and making that one change and test to see of you get a CTD, if not than you'll know it was a different file.

Not unless you have a bunch of other changes that you have been working on.
No need for all that mess! lol. Once I change it back to the hummer it doesn't crash. Thanks though. Anyone else?
666planer
Posts: 218
Joined: 2009-03-06 01:56

Re: How to begin Modding your PR_SP

Post by 666planer »

Oh I see...
666planer
Posts: 218
Joined: 2009-03-06 01:56

Re: How to begin Modding your PR_SP

Post by 666planer »

Is there any way I can switch the factions that are fighting on a map? Just change say the ruskies with the british on Mestia and tada, you have brita?
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

i have a tutorial on that

"altering starting weapons kits"
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666planer
Posts: 218
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Re: How to begin Modding your PR_SP

Post by 666planer »

okay I see were, thanks!
200rabbits
Posts: 33
Joined: 2008-08-30 09:47

Re: How to begin Modding your PR_SP

Post by 200rabbits »

I'm creating a new team, how do I set their limited request kits up and such?
Can we get some info about the system and modding it, coz it's not something most modders will be familiar with at all even if they have modded BF2 a lot before.
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RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

thats would be alot of work to throw into a tutorial.

but i will try :(

and i am going on vacation after work tomorrow. ( ill still have internet access, but i probably wont be online much.)
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666planer
Posts: 218
Joined: 2009-03-06 01:56

Re: How to begin Modding your PR_SP

Post by 666planer »

Hope you have a good vacation...

Is there a way I can edit the bots on one team to be better than the bots on another team, or just make some bots smarter than others?
200rabbits
Posts: 33
Joined: 2008-08-30 09:47

Re: How to begin Modding your PR_SP

Post by 200rabbits »

Ii'll be patient then XD
Have a nice holiday!
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666planer
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Re: How to begin Modding your PR_SP

Post by 666planer »

Me too...
200rabbits
Posts: 33
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Re: How to begin Modding your PR_SP

Post by 200rabbits »

Since i asked a question, and have just found the answer to it myself, i thought i'd add a section on my question in here for everyone else's benefit.

[NOTE: If you can't read some text because it's bright yellow and it burns your eyes out, you can just highlight it with your mouse!]

How to set up a new team.
I'm going to show you how to set up a new team, I'll use the example of the basic SAS team that I've set up for Al Basrah.



First things first, you need to open up the common_server zip from PR and copy over the GameSounds.con you'll find in Common\Sounds\ .
Open it up and scroll down to where it mentions which ever team you're going to clone and use as a starting point. I'm cloning GB because I'm making the SAS.

Code: Select all

rem -----------------------------------------------------------------------
rem ----------------------------- WIN AND LOOSE JINGLES ----------------------------
rem -----------------------------------------------------------------------

Sound.addSound us_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/us_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound us_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/us_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

Sound.addSound usa_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/us_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound usa_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/us_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound ch_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/ch_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound ch_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/ch_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound mec_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound mec_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound eu_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/eu_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound eu_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/eu_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

[color=Yellow]Sound.addSound gb_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/gb_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound gb_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/gb_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49[/color]

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound meinsurgent_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound meinsurgent_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound chinsurgent_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound chinsurgent_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound ru_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/ru_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound ru_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/ru_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound taliban_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound taliban_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/mec_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

[color=Lime]Sound.addSound [COLOR="Red"]sas[/color]_win
ObjectTemplate.soundFilename Common/Sound/Menu/music/gb_win.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

Sound.addSound [color=Red]sas[/color]_loose
ObjectTemplate.soundFilename Common/Sound/Menu/music/gb_lose.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.49[/COLOR]

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0


rem -----------------------------------------------------------------------
rem ----------------------------- INGAME MUSIC ----------------------------
rem -----------------------------------------------------------------------

beginRem
Sound.addSound music
ObjectTemplate.soundFilename
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.volume 0.07

ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0
endRem

rem -----------------------------------------------------------------------
rem ----------------------------- TAUNTS ----------------------------
rem -----------------------------------------------------------------------

Sound.addSound taunt_1
ObjectTemplate.soundFilename Common/Sound/taunt1.ogg,Common/Sound/taunt2.ogg,Common/Sound/taunt3.ogg
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.volume 0.7
ObjectTemplate.reverbLevel 0.1
ObjectTemplate.minDistance 4
Original - Copy - Changes

I copied the bit about GB, pasted it at the end of the section, and replaced the "gb"s in the first line with "sas".


Next step! Go to the menu folder, you'll need some more files from PR. They're in your menu_client.zip and menu_server.zip . Here's the files, locations, and what to edit.

menuTeams
menu_server
menu\External\FlashMenu\

Code: Select all

MenuTeamManager.addTeam "US" "objects/kits/us"
MenuTeamManager.addTeam "USA" "objects/kits/usa"
MenuTeamManager.addTeam "MEC" "objects/kits/mec"
MenuTeamManager.addTeam "CH" "objects/kits/ch"
[color=Yellow]MenuTeamManager.addTeam "GB" "objects/kits/gb"[/color]
[color=Lime]MenuTeamManager.addTeam "[COLOR="Red"]SAS[/color]" "objects/kits/[color=Red]sas[/color]"[/COLOR]
MenuTeamManager.addTeam "MEINSURGENT" "objects/kits/meinsurgent"
MenuTeamManager.addTeam "CHINSURGENT" "objects/kits/chinsurgent"
A folder, for me, the GB one.
menu_client
menu\HUD\Texture\Ingame\flags\icons\hud\score\

Just rename the folder to what ever your team's abbreviation is gonna be, for me, SAS. You will also have to change the TGA file to DDS. If you don't mind it being upside down, you can just change the file extension to .dds, and if like me you're on windows, and it recognises TGA files and won't let you change the extension, you can put the file in a winrar archive, open (but not extract) the archive with winrar, rename it, changing the extension, and then extract file from the archive.

A folder, for me, the GB one.
menu_client
menu\HUD\Texture\Ingame\flags\icons\minimap\

Same as just above.

A folder, for me, the GB one.
menu_client
menu\nametag

Just change the folder name again, no need to change file formats here if they're already DDS.


Woo! Menu finished, now for the objects folder! Go to the Kits folder in Objects, create a new file with the abbreviation of your new team, and copy some kits over from the origional team. Set these up as new kits however you want like RAW HOMICIDAL showed us earlier. When you set up a kit as an entirely new kit however, there's a a line of code that it's very important for you to change as well as the file name. I don't know if it's necessary but it's not a bad idea to keep the name of the kit the same in this line of code as the file name. Here's the start of my sas_Assault_para.con as an example:

Code: Select all

[color=DarkOrange]ObjectTemplate.create Kit [COLOR="Red"]sas[/color]_Assault_para[/COLOR]
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.setNetworkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Assault
ObjectTemplate.geometry gb_kits_2
ObjectTemplate.geometry.kit 4
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.abilityRestoreRate 0.15
ObjectTemplate.abilityInVehicleRadius 0
ObjectTemplate.abilityInVehicleStrength 0.0
ObjectTemplate.abilityInVehicleMaterial 84
ObjectTemplate.cullRadiusScale 8	
Changed line - my change

WIP

Still don't know how to sort out assets and limited kits it seems... help anyone?
Last edited by 200rabbits on 2009-04-02 20:50, edited 1 time in total.
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bobogaz
Posts: 59
Joined: 2008-05-06 11:43

Re: How to begin Modding your PR_SP

Post by bobogaz »

i tried giving the USA polit a mp5 and i did it exactly but i doesnt show up. will it help if i do the same to us_polit_nvg.con too?
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

do the same thing to all pilot kits.

that should fix it
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bobogaz
Posts: 59
Joined: 2008-05-06 11:43

Re: How to begin Modding your PR_SP

Post by bobogaz »

and if i want to change other kits, i should change for example, every single kit that says marksman?
Neojubee
Posts: 5
Joined: 2009-04-05 12:35

Re: How to begin Modding your PR_SP

Post by Neojubee »

First of all, thank you for a heavily detailed mod guide like the one I see here today :)

Is there a way to change the helo's and jet's so that they don't have the engine warmup time?

And, is my file messed up? I tried to alter my projectile stats like it said in the guide. But there is no Weapons\common\projectiles. All I see is RemoteControlledObjects.
*I have re-installed this core and levels about 4-6 times*

and first post FTW
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