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 »

@bobo

Yes, just as a safe guard i would. ( and i do ) Im not sure why you need to do that sometimes.

and

@Neojubee

I would check again, at my directory.
Otherwise i dont see how any of your guns would work. ( actually your game would CTD since when you pull the trigger the game wouldnt know what to do. )

and Thank You for your appreciation.

Hopefully Ill be motivated enough to start working on some more of the requests soon.

Edit: to address the warmup times. yes there is it is hidden some where in this thread. (iirc anyways)

I will make a tutorial on that as well.

Edit X 2: just so i can sleep better can some one else who wasnt on the mod team verify the directory for the projectile templates.
Last edited by RAW HOMICIDAL on 2009-04-06 04:04, edited 1 time in total.
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200rabbits
Posts: 33
Joined: 2008-08-30 09:47

Re: How to begin Modding your PR_SP

Post by 200rabbits »

I'm not on the mod team and i just checked that path, i don't have a projectiles folder in weapons\common\ in pr_sp_08 either, but there is one in the PR folder, what you need to do to get to the file you want, is to make a folder in pr_sp_08's weapons\common folder called projectiles and then copy the file over from PR's objects_server.zip\weapons\common\projectiles . I hope i was helpful, sorry i was too slow to ease your sleep XD
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meatmasher
Posts: 9
Joined: 2007-09-03 02:07

Re: How to begin Modding your PR_SP

Post by meatmasher »

Great guide

I have been trying to tweak some weapons but I cannot because they are read only. I deselect the read only attribute but as soon as i apply it and click ok i go back to the file and it has the read only attributes selected again. Can someone help me fix this problem.
Neojubee
Posts: 5
Joined: 2009-04-05 12:35

Re: How to begin Modding your PR_SP

Post by Neojubee »

I'm not on the mod team and i just checked that path, i don't have a projectiles folder in weapons\common\ in pr_sp_08 either, but there is one in the PR folder, what you need to do to get to the file you want, is to make a folder in pr_sp_08's weapons\common folder called projectiles and then copy the file over from PR's objects_server.zip\weapons\common\projectiles . I hope i was helpful, sorry i was too slow to ease your sleep XD
Thanks! Really helped me out a lot...and...how do I make the Hydra 70 damage higher? If I just go to the .tweak file and change the settings, will it automaticly apply to the attack chopper on Ramiel 64? do I have to do the "idx6" thing again? Sorry...kind of confused and I don't have the attention spand that a regular 13 year old should have.

And BTW, it was about 12:00 AM on my clock when I posted that :)

Edit: I'm not even sure if the Hydra 70 is the type of missles the ah6 uses...can someone comfirm this? Because for some reason when I go to objects_server.zip\Weapons\Armament\missiles\hydra_70\hydra_70.tweak file I made different setings for force, damage, and radius. But I'm pretty sure it didn't make any difference.

rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 3707
ObjectTemplate.detonation.explosionRadius 75
ObjectTemplate.detonation.explosionForce 100
ObjectTemplate.detonation.explosionDamage 1000
ObjectTemplate.detonation.endEffectTemplate e_exp_medium_rocket
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.detectionRadius 0
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---

/\ is the tweaked one.

rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 3707
ObjectTemplate.detonation.explosionRadius 20
ObjectTemplate.detonation.explosionForce 10
ObjectTemplate.detonation.explosionDamage 150
ObjectTemplate.detonation.endEffectTemplate e_exp_medium_rocket
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.detectionRadius 0
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---

/\ is origional.

HELP?
Last edited by Neojubee on 2009-04-07 01:51, edited 1 time in total.
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: How to begin Modding your PR_SP

Post by ballard_44 »

Some of the vehicles have their weapon damage attributes in the .tweak file of the vehicle itself.

The hydra of the ah6 i believe is one of them.

Open up the ah6 .tweak file and scroll down to the hydra and you will see similar coding to the stuff you changed above.
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

ballard is right, i just got done modding the ah6 since i found out that the minigun RPMs were not up to par.

the hydras and miniguns are both in there.
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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 cant touch any .tweak files. help me!
Neojubee
Posts: 5
Joined: 2009-04-05 12:35

Re: How to begin Modding your PR_SP

Post by Neojubee »

Ahh man...thanks guys, Hydra is now my awesome button. Works great!

Edit...I got another one for you talented guys! I just edited my pilot kit to have an M95 50. cal...it's invisible in game, Help?(Yet again)

Map and objects load...But when I switch to my primary weapon it is gust gone. I can only see my hands.
Sorry for so much questions.
Last edited by Neojubee on 2009-04-07 11:54, edited 1 time in total.
ballard_44
Retired PR Developer
Posts: 1204
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Re: How to begin Modding your PR_SP

Post by ballard_44 »

Neojubee, make sure the SP_usa_pilot.con has the M95 included, too.

or any other countries SP_pilot kit that you want changed.
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: How to begin Modding your PR_SP

Post by ballard_44 »

bobogaz wrote:i cant touch any .tweak files. help me!
Look here and see of it helps...

https://www.realitymod.com/forum/f308-p ... -only.html
Neojubee
Posts: 5
Joined: 2009-04-05 12:35

Re: How to begin Modding your PR_SP

Post by Neojubee »

Ok...I know, I'm badgering you with questions, but is it possible to give the m4 aimpoint the 50. caliber bullets? If not, which of the .con or .tweak files do I adjust? I mean, I see about 6 files that look like it would be 5.56X45 NATO rounds.
ballard_44
Retired PR Developer
Posts: 1204
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Re: How to begin Modding your PR_SP

Post by ballard_44 »

Look for the line ObjectTemplate.projectileTemplate 50cal in the ussni_m95_barret .tweak file

50cal would be the projectile it uses.

usrif_m4aimpoint uses ObjectTemplate.projectileTemplate 556_45_r

So swap the m4 projectile with the barret projectile.
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

guys, have any of tried looking at the first post. plz look over the first post completely before you ask any questions.

this question has been asked before and i addressed it in my tutorials.\

and @ ballard: i applogize for making you have to answer all these questions. i realize this is my thread and i should be taking care of everybody. but by the time i get off of work (normally around 1 or 2 in the morning) and drive home and throw back some beers its time to hit the sack.
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ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: How to begin Modding your PR_SP

Post by ballard_44 »

Don't worry about it, man. It's just a game.
Hans Martin Slayer
Retired PR Developer
Posts: 4090
Joined: 2007-01-21 02:20

Re: How to begin Modding your PR_SP

Post by Hans Martin Slayer »

i realize this is my thread and i should be taking care of everybody. but by the time i get off of work (normally around 1 or 2 in the morning) and drive home and throw back some beers its time to hit the sack.
Quit your job then!
bobogaz
Posts: 59
Joined: 2008-05-06 11:43

Re: How to begin Modding your PR_SP

Post by bobogaz »

nah, sorry those links didnt help. anything else?
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: How to begin Modding your PR_SP

Post by ballard_44 »

Nope, especially as it has nothing to do with SP.

Hell, 99+% of the 'tweakers' on here have no problems to begin with as far as 'read only' files.

I mean zero disrespect, but you need to 'own' your computer and make it work for you. Not the other way around.

The PR files aren't 'locked' in some secret manner that only the PR team has the key to.
bobogaz
Posts: 59
Joined: 2008-05-06 11:43

Re: How to begin Modding your PR_SP

Post by bobogaz »

ok, thanks but, what do u suggest i could do and when you say "own your comp" i think and wanna just pull it out, drag it to a firing range and blast the SH!T out off it. Then point at it and say 'DIE'.
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

buy a collar and a leash, and show that ***** whos boss.

go thru, every level of the prsp folder and uncheck read only.
Last edited by RAW HOMICIDAL on 2009-04-08 15:34, edited 2 times 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 »

how do you put aircraft on a map that doesnt have aircraft already? or how do you put different tyes of vehicles on maps that dont have tehm or put vehicles on maps that dont have them?
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