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Re: How to begin Modding your PR_SP

Posted: 2009-04-09 14:43
by krisfx
I get an access denied message everytime I try to save the file that I have modded.

Re: How to begin Modding your PR_SP

Posted: 2009-04-09 15:22
by RAW HOMICIDAL
are you sure you are the administrator of that computer.

Re: How to begin Modding your PR_SP

Posted: 2009-04-09 15:23
by RAW HOMICIDAL
bobogaz wrote: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?

use the adding and removing assets tutorial.

Re: How to begin Modding your PR_SP

Posted: 2009-04-09 15:40
by krisfx
RAW HOMICIDAL wrote:are you sure you are the administrator of that computer.

Yeah it basically wont let me save to the objects_zip archive

It has denied me access writing to that zip

Re: How to begin Modding your PR_SP

Posted: 2009-04-09 20:20
by ballard_44

Re: How to begin Modding your PR_SP

Posted: 2009-04-10 13:13
by bobogaz
ok RAW HOMICIDAL but i mean what if the map doesnt have any previous vehicles like asal akfjfsa some thing something?

Re: How to begin Modding your PR_SP

Posted: 2009-04-12 06:25
by azz_kikr81
Is there a way to turn off the fuzzy/unfocused part when your under fire?

Re: How to begin Modding your PR_SP

Posted: 2009-04-12 15:35
by RAW HOMICIDAL
well, I would say the easiest way would probably be the editor.

but ive never used it.

the other way (the way I do things is)

copying a vehicle spawn code that is close to the area that I am wanting to spawn this "new" vehicle.

then modifying it by changing the names of the spawns code

anyways your going to have to play around with the x,y,z cooridinates.

Im warning you though, I didnt make a tutorial on this because it is a the biggest pain in the *** ive ever encountered.

but yeah, copy a vehicle spawn close to the area (just to get the x,y,z roughly close) then off set the numbers until you find the sweet spot.)

but try finding some tutorials on using the bf2 editor it will be alot easier.

Re: How to begin Modding your PR_SP

Posted: 2009-04-12 15:36
by RAW HOMICIDAL
***_kikr81 wrote:Is there a way to turn off the fuzzy/unfocused part when your under fire?

Im not 100% sure but I would bet it is in the Python files.

Re: How to begin Modding your PR_SP

Posted: 2009-04-13 04:06
by SocketMan
I've heard that MODerators will start giving points and banning people for asking questions that were already answered.Trying to get people to use the
search button I suppose.

Re: How to begin Modding your PR_SP

Posted: 2009-04-13 04:12
by McBumLuv
[R-TEC]SocketMan wrote:I've heard that MODerators will start giving points and banning people for asking questions that were already answered.Trying to get people to use the
search button I suppose.

What? When did they say that?

*EDIT* - User was warned for asking a question previously answered. In the future, please search using the search function. - Saobh
EDIT- Why would you warn me for that?
*EDIT* - One more peep outta that mouth and you'll be banzored - Dunehunter
EDIT - It's like no one appreciates me :(

Re: How to begin Modding your PR_SP

Posted: 2009-04-21 07:17
by RAW HOMICIDAL
by the way was that actually a serious warning or were you being sarcastic.

its funny either way.

Re: How to begin Modding your PR_SP

Posted: 2009-04-22 20:47
by 666planer
Can I make some bots smarter or just better than others in the same battle?

Re: How to begin Modding your PR_SP

Posted: 2009-04-22 21:31
by ZZEZ
RAW thats a pretty impressive summary of allot of information, keep up the good work! :)

Re: How to begin Modding your PR_SP

Posted: 2009-04-23 18:42
by 666planer
Here's another question... Can I raise the recoil for some of the guns?

Re: How to begin Modding your PR_SP

Posted: 2009-04-24 04:08
by RAW HOMICIDAL
@zzez Thank you that means alot coming from a dev.

and too 666planer yes you can. I will update this post shortly after i throw up some files on here.

EDIT: Sorry I got distracted, RL is a little "strange" right now to say the least.

but as promised here is what your going to want to work with.

Code: Select all

rem ---BeginComp:SoldierBasedRecoilComp ---
ObjectTemplate.createComponent SoldierBasedRecoilComp
ObjectTemplate.recoil.hasRecoilForce 1 <<<<<<<<<<<<<<<<-----this will turn recoil on or off
ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/3/3/0 <<<<<<<<<<\
ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-1.2/1.2/1 <<<<<<<---------these are the numbers you are going to want to change. 
ObjectTemplate.recoil.zoomModifier 1  <<<<<\
ObjectTemplate.recoil.goBackOnRecoil 1 <<<<<<---------Im not going to lie to you im not really sure what these codes do. 
rem ---EndComp ---

Re: How to begin Modding your PR_SP

Posted: 2009-04-24 04:11
by RAW HOMICIDAL
666planer wrote:Can I make some bots smarter or just better than others in the same battle?
sorry for double post. um to be quite honest with you im not sure.


but if anybody from the SP DEVS could shed some light.

idk to me it just doesnt seem possible. it might be though

Re: How to begin Modding your PR_SP

Posted: 2009-04-26 19:50
by 666planer
Okay thanks for the post!

Re: How to begin Modding your PR_SP

Posted: 2009-04-26 20:32
by Hans Martin Slayer
RAW HOMICIDAL wrote:sorry for double post. um to be quite honest with you im not sure.


but if anybody from the SP DEVS could shed some light.

idk to me it just doesnt seem possible. it might be though
not that i know of.

the ai behaviour in terms of attack/ defense is basically down to 1 file. this basic behaviour applies to all bots.

Re: How to begin Modding your PR_SP

Posted: 2009-04-29 23:06
by ben748
Hey Raw Homicidal, want me to upload a pdf of your guide as it evolves, im currently making one for myself of your current guide.