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

Information and tutorials related to modding BF2.
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Anhkhoa
Posts: 710
Joined: 2009-01-16 02:09

Re: How to begin Modding your PR_SP

Post by Anhkhoa »

RAW HOMICIDAL wrote:k i have a question for somebody else.

everytime i jump on to a hummvw and get on the 50 the sights are messed up.

this is know.

but i was wondering if, any of the devs new what was causing it.

to me it almost looks like the gun is pushed to close to the camera.

is that possible.
a screenie would help =D

-Edit I did the nuke ied but this error message
Image[
Last edited by Anhkhoa on 2009-03-18 04:04, edited 2 times in total.
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

thats odd, did you ever get your regular arty ied working?


edit: also when you created the nuke_ied did you put in the same folder as the normal arty_ied.

dont create a new weapons folder.

2x edit: Should look like this

Image
Last edited by RAW HOMICIDAL on 2009-03-18 04:17, edited 1 time in total.
Image

[CENTER]"Just let'm Bleed" - Homicidal PRSP Tester

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Anhkhoa
Posts: 710
Joined: 2009-01-16 02:09

Re: How to begin Modding your PR_SP

Post by Anhkhoa »

RAW HOMICIDAL wrote:thats odd, did you ever get your regular arty ied working?


edit: also when you created the nuke_ied did you put in the same folder as the normal arty_ied.

dont create a new weapons folder.

2x edit: Should look like this

Image
ahh I see. I made a new weapon folder and yes I got the regualr modding working. :grin:

-Edit AHHH it didnt work. I still got the same message and this is all i have in my arty IED and most (I haven't looked in all of em) weapon folders.Image

Edit2 I found a P226 https://www.realitymod.com/forum/f66-pr ... uinox.html. I put it in place of the M9 ysed by US officers and I got the bundlechild error. Just wondering...he says to put it into the Object_client but since PRSP doesn't have one would it work in the object_server or is there some long code i have to put it or something.
Last edited by Anhkhoa on 2009-03-18 07:07, edited 4 times in total.
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

alright if you dont mind could you post your.

1. MEINSURGENTS_SAPPER.CON <<<<-----\
2. NUKE_IED.con <<<<<<------------------- ( the entire files if you dont mind. and in code format.)
3. NUKE_IED.tweak <<<<<<<<-----/

and by the looks of the files and description of the p226 the weapon was just a reskin. so it was assuming you already had the rest of the files.


i just saw the last part of your post, PRSP uses PRMP's Object_client.zip. This is for saving space.

you can replace the p226 texture there but i dont think that it is going to work. due to the missing files.
Last edited by RAW HOMICIDAL on 2009-03-18 15:36, edited 1 time in total.
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[CENTER]"Just let'm Bleed" - Homicidal PRSP Tester

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Anhkhoa
Posts: 710
Joined: 2009-01-16 02:09

Re: How to begin Modding your PR_SP

Post by Anhkhoa »

RAW HOMICIDAL wrote:alright if you dont mind could you post your.

1. MEINSURGENTS_SAPPER.CON <<<<-----\
2. NUKE_IED.con <<<<<<------------------- ( the entire files if you dont mind. and in code format.)
3. NUKE_IED.tweak <<<<<<<<-----/

and by the looks of the files and description of the p226 the weapon was just a reskin. so it was assuming you already had the rest of the files.


i just saw the last part of your post, PRSP uses PRMP's Object_client.zip. This is for saving space.

you can replace the p226 texture there but i dont think that it is going to work. due to the missing files.
I got the nuke IED working. I placed one a the VCP on Basrah. The village 350meters down the highway was obliterated =D. The P226 didn't, it bugged all the other pistols to act like vBF2 in sounds and animations...
Darkcloak2
Posts: 533
Joined: 2009-01-20 20:45

Re: How to begin Modding your PR_SP

Post by Darkcloak2 »

@Ankhoa
I think i'm getting the same problem as you, just no error message. I load Basrah fine but when I try to spawn with the sapper kit, it crashes. How'd you fix your problem?
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

^ darkcloak 2 would you plz, post your MEINSURGENTS_sapper.con file up.

and ill have a look.
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Darkcloak2
Posts: 533
Joined: 2009-01-20 20:45

Re: How to begin Modding your PR_SP

Post by Darkcloak2 »

never mind, I got it too work. thanks for the awesome tutorial

EDIT: New question. For all the kits like _nvg or _para, how do you get the game to recognize those?
Last edited by Darkcloak2 on 2009-03-22 11:54, edited 1 time in total.
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

I will make a tutorial.

edit: wait i already did.

look up my tutorial on "Altering Starting Weapons Kits".
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Darkcloak2
Posts: 533
Joined: 2009-01-20 20:45

Re: How to begin Modding your PR_SP

Post by Darkcloak2 »

how about for altering the kits that are requested? i.e., when I request marksman, instead of getting the marksman, can i get a Marksman_para_nvg?

EDIT: Also, how can I edit the explosision damage, range and effects of a M203 off the M4ugl?
Last edited by Darkcloak2 on 2009-03-23 00:33, edited 1 time in total.
RAW HOMICIDAL
Posts: 350
Joined: 2008-09-08 22:51

Re: How to begin Modding your PR_SP

Post by RAW HOMICIDAL »

um, honestly i will have to look into that.

ive never tried to do that.

but ill look into that.

edit: and about the UGL

go to usrgl_m4ugl and you can edit the exp radius and exp force.

I have a tutorial that will help explaining how to do this.

Tutorial is called "Modding Explosives"
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666planer
Posts: 218
Joined: 2009-03-06 01:56

Re: How to begin Modding your PR_SP

Post by 666planer »

How do I get the winrar program? Do I have to have that to access these kit files and stuff?
Darkcloak2
Posts: 533
Joined: 2009-01-20 20:45

Re: How to begin Modding your PR_SP

Post by Darkcloak2 »

Sorry if my questions start to get annoying, I just tend to be a really questioning person.
Is it just me or does my parachute screwup and kil me upon contact with the ground?
Also for altering index numbers, should I throw the ****_idx3 into a new folder ****_idx3 or keep it with the **** folder?
In the case of deviation, what do the numbers next to the deviation row's stand for?
Thanks.
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 »

666planer wrote:How do I get the winrar program? Do I have to have that to access these kit files and stuff?
No, you can use the winzip program, also.
darkcloak2 wrote: Is it just me or does my parachute screwup and kil me upon contact with the ground?
Happens to everyone, but bots.
Need to be at a minimum of 300 meters off the terrain to not sustain any damage from your jump.
666planer
Posts: 218
Joined: 2009-03-06 01:56

Re: How to begin Modding your PR_SP

Post by 666planer »

How do I access these winzip/winwar program stuff?
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: How to begin Modding your PR_SP

Post by SocketMan »

666planer wrote:How do I access these winzip/winwar program stuff?

WinRAR - Free software downloads and reviews - CNET Download.com

WinZip - Free software downloads and reviews - CNET Download.com


Many thanks for doing this RAW,love the assets replacing part.
666planer
Posts: 218
Joined: 2009-03-06 01:56

Re: How to begin Modding your PR_SP

Post by 666planer »

Same here!
666planer
Posts: 218
Joined: 2009-03-06 01:56

Re: How to begin Modding your PR_SP

Post by 666planer »

Okay I downloaded the winwar proogram and went to the "kits" section and the us faction and I got a long list of stuff like...

SP US assault con
SP US assault P
Sp US at.con
............ ETC

I would give a picture but I don't know how to do that.
666planer
Posts: 218
Joined: 2009-03-06 01:56

Re: How to begin Modding your PR_SP

Post by 666planer »

How do I know which one I edit actually makes the different went playing ingame? are they on different levels?
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: How to begin Modding your PR_SP

Post by SocketMan »

rem [ObjectSpawnerTemplate: Palace_INSURGENT_APC_1]
ObjectTemplate.create ObjectSpawner Palace_INSURGENT_APC_1
ObjectTemplate.activeSafe ObjectSpawner Palace_INSURGENT_APC_1
ObjectTemplate.modifiedByUser "Cougars"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 mec_apc_bmp3
ObjectTemplate.setObjectTemplate 2 dummy
ObjectTemplate.minSpawnDelay 240
ObjectTemplate.maxSpawnDelay 360
ObjectTemplate.Distance 200
ObjectTemplate.team 1
ObjectTemplate.teamOnVehicle 1

C:\Program Files (x86)\EA GAMES\Battlefield 2\mods\pr_sp_08\levels\albasrah_province\server.zip
server.zip\GameModes\gpm_coop\64

gameplayobject.con

Changing the red part gets bmp3 to spawn for the Insurgents on Basra - that is all I learned today,no idea about the kits :razz:
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