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Re: How to begin Modding your PR_SP
Posted: 2009-03-18 03:49
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

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Re: How to begin Modding your PR_SP
Posted: 2009-03-18 04:07
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

Re: How to begin Modding your PR_SP
Posted: 2009-03-18 05:49
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

ahh I see. I made a new weapon folder and yes I got the regualr modding working.
-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.
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.
Re: How to begin Modding your PR_SP
Posted: 2009-03-18 12:31
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.
Re: How to begin Modding your PR_SP
Posted: 2009-03-20 06:20
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...
Re: How to begin Modding your PR_SP
Posted: 2009-03-22 01:33
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?
Re: How to begin Modding your PR_SP
Posted: 2009-03-22 01:51
by RAW HOMICIDAL
^ darkcloak 2 would you plz, post your MEINSURGENTS_sapper.con file up.
and ill have a look.
Re: How to begin Modding your PR_SP
Posted: 2009-03-22 11:14
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?
Re: How to begin Modding your PR_SP
Posted: 2009-03-22 14:45
by RAW HOMICIDAL
I will make a tutorial.
edit: wait i already did.
look up my tutorial on "Altering Starting Weapons Kits".
Re: How to begin Modding your PR_SP
Posted: 2009-03-22 19:14
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?
Re: How to begin Modding your PR_SP
Posted: 2009-03-23 14:45
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"
Re: How to begin Modding your PR_SP
Posted: 2009-03-23 21:48
by 666planer
How do I get the winrar program? Do I have to have that to access these kit files and stuff?
Re: How to begin Modding your PR_SP
Posted: 2009-03-23 23:47
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.
Re: How to begin Modding your PR_SP
Posted: 2009-03-23 23:56
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.
Re: How to begin Modding your PR_SP
Posted: 2009-03-24 01:10
by 666planer
How do I access these winzip/winwar program stuff?
Re: How to begin Modding your PR_SP
Posted: 2009-03-24 01:43
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.
Re: How to begin Modding your PR_SP
Posted: 2009-03-24 02:13
by 666planer
Same here!
Re: How to begin Modding your PR_SP
Posted: 2009-03-24 02:21
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.
Re: How to begin Modding your PR_SP
Posted: 2009-03-24 02:22
by 666planer
How do I know which one I edit actually makes the different went playing ingame? are they on different levels?
Re: How to begin Modding your PR_SP
Posted: 2009-03-24 02:55
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
