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Re: How to begin Modding your PR_SP

Posted: 2009-08-19 10:34
by Outlawz7
Invisible weapons happen if you don't have the kit spawners in the init.con IIRC.

Re: How to begin Modding your PR_SP

Posted: 2009-08-19 11:11
by PatrickLA_CA
I can't tell you was that happening with the mp5 cause i don't know which kit has it so i've newer used and please tell me how to fix it!

Re: How to begin Modding your PR_SP

Posted: 2009-08-19 15:21
by RAW HOMICIDAL
normally when i get an invisible weapon, i just make sure i have the same load out in each of my SP_*****.con and my ******.con and it corrects the problem.

also some of the .cons have extensions like para_ or SP_para_ the pilots kit is the exception to this.

Re: How to begin Modding your PR_SP

Posted: 2009-08-19 22:19
by Drunkenup
[R-CON]Outlawz wrote:Invisible weapons happen if you don't have the kit spawners in the init.con IIRC.
'

Wait, so how do I fix this? I have this problem with a Mk12 I imported from PR .8

Re: How to begin Modding your PR_SP

Posted: 2009-08-20 00:30
by Rakkyo
I modded the power of the Su-25's rockets and and increased its bomb-load, but the game CTDs while loading "Objects", even on maps that don't use the asset.

I restored the original objects_server.zip and made a minor change (1 extra hitpoint for the vodnik) as a test and it did the same thing.

Modifying weapon stats (increased binocular zoom for example) or kit loadout (gave Chinese grenadier officer binocs) also CTDs during loading.

Adding/removing assets from the same maps has worked fine, so I assume it's specific to the objects_server zip file.

Any ideas on what's wrong?

Quick edit here, I tried extracting and re-zipping a copy of the original objects_server.zip and it still crashes.

the re-zip is about 200kb larger, so something is different in the compression/encoding. I'm using a fresh install of Win-zip, so I dont know why it'd have problems...

Re: How to begin Modding your PR_SP

Posted: 2009-08-20 01:41
by RAW HOMICIDAL
are you extracting the entire object server.zip each time you make an edit? and then re-zipping.

Re: How to begin Modding your PR_SP

Posted: 2009-08-20 07:50
by Rakkyo
Yeah, does that cause problems? It worked fine with the asset replacement but I suppose that's a less vital component, not to mention confined to only the one map.

Edit: Okay, I edited inside and updated it and it worked fine. Thanks, and sorry for the noob mistake.

Re: How to begin Modding your PR_SP

Posted: 2009-08-20 09:44
by PatrickLA_CA
Well ANY SUGGESTIONS HOW TO FIX THE MP5 THING < IF I REPLACE THE PILOT'S EMTYHANDS WITH OTHER WEAPON IT'S OK BUT IT'S NOT REALISTIC A PILOT WITH M249 SAW OR M4!>

Re: How to begin Modding your PR_SP

Posted: 2009-08-20 16:11
by PatrickLA_CA
invinsible weapon hapens with the silenced 92fs

Re: How to begin Modding your PR_SP

Posted: 2009-08-21 16:54
by E4$Y
Thank you RAW for a very great tutorial :wink:

Now what i want to know of is: How can i change teams on maps? I mean like changing brits on Basrah to USMC? Can you help me with that?

Thanks in advance :)

Re: How to begin Modding your PR_SP

Posted: 2009-08-22 01:26
by E4$Y
Well i found it out for myself :grin:

Took me about 30 mins to figure it out though, but it was worth it :)

Re: How to begin Modding your PR_SP

Posted: 2009-08-22 05:04
by RAW HOMICIDAL
Patrick Ill give you one free B, if you want to waste it on this let me know.

and upload your file and shoot me a PM. (actually ill give you further instructions on what files i want. ) just send me a PM

Re: How to begin Modding your PR_SP

Posted: 2009-08-22 07:56
by PatrickLA_CA
RAW HOMICIDAL wrote:Patrick Ill give you one free B, if you want to waste it on this let me know.

and upload your file and shoot me a PM. (actually ill give you further instructions on what files i want. ) just send me a PM
Okay thanks fopr the help but what is PM and i dont extract the whole object_server.rar

Re: How to begin Modding your PR_SP

Posted: 2009-08-22 13:29
by Double Doppler
Is there a possibilty of changing teams for each map (countries)?

Re: How to begin Modding your PR_SP

Posted: 2009-08-22 14:19
by Drunkenup
Double Doppler wrote:Is there a possibilty of changing teams for each map (countries)?
There might be a tutorial on how to do that on the BFSP forums.

Re: How to begin Modding your PR_SP

Posted: 2009-08-22 15:04
by RAW HOMICIDAL
PatrickLA_CA wrote:Okay thanks fopr the help but what is PM and i dont extract the whole object_server.rar
ill just do it from here

This is the us_pilot.con

Code: Select all

ObjectTemplate.create Kit us_pilot
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.NetworkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Assault
ObjectTemplate.geometry US_kits_3
ObjectTemplate.geometry.kit 9
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.physicsType Mesh
ObjectTemplate.cullRadiusScale 8

rem -------------------------------------
ObjectTemplate.addTemplate emptyhands
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair


ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName         "HUD_TEXT_MENU_SPAWN_KIT_PILOTUS"
ObjectTemplate.vehicleHud.miniMapIcon        "Ingame\Kits\Icons\kit_Pilot_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon        "Ingame\Kits\Icons\kit_Pilot.tga"
ObjectTemplate.vehicleHud.spottedIcon         "Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound S_SprintBreath
ObjectTemplate.vehicleHud.injurySound S_Injury
ObjectTemplate.vehicleHud.vehicleType 7
This is the us_pilot_ziptie.con

Code: Select all

ObjectTemplate.create Kit us_pilot_ziptie
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.NetworkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Assault
ObjectTemplate.geometry US_kits_3
ObjectTemplate.geometry.kit 9
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.physicsType Mesh
ObjectTemplate.cullRadiusScale 8

rem -------------------------------------
ObjectTemplate.addTemplate emptyhands
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair


ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName         "HUD_TEXT_MENU_SPAWN_KIT_PILOTUS"
ObjectTemplate.vehicleHud.miniMapIcon        "Ingame\Kits\Icons\kit_Pilot_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon        "Ingame\Kits\Icons\kit_Pilot.tga"
ObjectTemplate.vehicleHud.spottedIcon         "Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound S_SprintBreath
ObjectTemplate.vehicleHud.injurySound S_Injury
ObjectTemplate.vehicleHud.vehicleType 7
this is us_pilot_nvg.con

Code: Select all

ObjectTemplate.create Kit us_pilot_nvg
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.NetworkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Assault
ObjectTemplate.geometry US_kits_3
ObjectTemplate.geometry.kit 9
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.physicsType Mesh
ObjectTemplate.cullRadiusScale 8

rem -------------------------------------
ObjectTemplate.addTemplate emptyhands
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate nvg
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair


ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName         "HUD_TEXT_MENU_SPAWN_KIT_PILOTUS"
ObjectTemplate.vehicleHud.miniMapIcon        "Ingame\Kits\Icons\kit_Pilot_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon        "Ingame\Kits\Icons\kit_Pilot.tga"
ObjectTemplate.vehicleHud.spottedIcon         "Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound S_SprintBreath
ObjectTemplate.vehicleHud.injurySound S_Injury
ObjectTemplate.vehicleHud.vehicleType 7
this is the SP_US_pilot.con

Code: Select all

ObjectTemplate.create Kit SP_us_pilot
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.NetworkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Assault
ObjectTemplate.geometry US_kits_3
ObjectTemplate.geometry.kit 9
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.physicsType Mesh
ObjectTemplate.cullRadiusScale 8

rem -------------------------------------
ObjectTemplate.addTemplate emptyhands
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair


ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName         "HUD_TEXT_MENU_SPAWN_KIT_PILOTUS"
ObjectTemplate.vehicleHud.miniMapIcon        "Ingame\Kits\Icons\kit_Pilot_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon        "Ingame\Kits\Icons\kit_Pilot.tga"
ObjectTemplate.vehicleHud.spottedIcon         "Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound S_SprintBreath
ObjectTemplate.vehicleHud.injurySound S_Injury
ObjectTemplate.vehicleHud.vehicleType 7
Now give me a some weapons that you would like

a knife + pistol + Main Weapon + smoke etc.

Re: How to begin Modding your PR_SP

Posted: 2009-08-22 15:09
by RAW HOMICIDAL
Drunkenup wrote:There might be a tutorial on how to do that on the BFSP forums.

there is one in mine as well, if you read " altering starting weapon kits " it tells you what to do in there.

Re: How to begin Modding your PR_SP

Posted: 2009-08-22 17:15
by PatrickLA_CA
RAW HOMICIDAL wrote:ill just do it from here

This is the us_pilot.con

Code: Select all

ObjectTemplate.create Kit us_pilot
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.NetworkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Assault
ObjectTemplate.geometry US_kits_3
ObjectTemplate.geometry.kit 9
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.physicsType Mesh
ObjectTemplate.cullRadiusScale 8

rem -------------------------------------
ObjectTemplate.addTemplate emptyhands
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair


ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName         "HUD_TEXT_MENU_SPAWN_KIT_PILOTUS"
ObjectTemplate.vehicleHud.miniMapIcon        "Ingame\Kits\Icons\kit_Pilot_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon        "Ingame\Kits\Icons\kit_Pilot.tga"
ObjectTemplate.vehicleHud.spottedIcon         "Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound S_SprintBreath
ObjectTemplate.vehicleHud.injurySound S_Injury
ObjectTemplate.vehicleHud.vehicleType 7
This is the us_pilot_ziptie.con

Code: Select all

ObjectTemplate.create Kit us_pilot_ziptie
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.NetworkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Assault
ObjectTemplate.geometry US_kits_3
ObjectTemplate.geometry.kit 9
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.physicsType Mesh
ObjectTemplate.cullRadiusScale 8

rem -------------------------------------
ObjectTemplate.addTemplate emptyhands
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair


ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName         "HUD_TEXT_MENU_SPAWN_KIT_PILOTUS"
ObjectTemplate.vehicleHud.miniMapIcon        "Ingame\Kits\Icons\kit_Pilot_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon        "Ingame\Kits\Icons\kit_Pilot.tga"
ObjectTemplate.vehicleHud.spottedIcon         "Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound S_SprintBreath
ObjectTemplate.vehicleHud.injurySound S_Injury
ObjectTemplate.vehicleHud.vehicleType 7
this is us_pilot_nvg.con

Code: Select all

ObjectTemplate.create Kit us_pilot_nvg
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.NetworkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Assault
ObjectTemplate.geometry US_kits_3
ObjectTemplate.geometry.kit 9
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.physicsType Mesh
ObjectTemplate.cullRadiusScale 8

rem -------------------------------------
ObjectTemplate.addTemplate emptyhands
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate nvg
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair


ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName         "HUD_TEXT_MENU_SPAWN_KIT_PILOTUS"
ObjectTemplate.vehicleHud.miniMapIcon        "Ingame\Kits\Icons\kit_Pilot_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon        "Ingame\Kits\Icons\kit_Pilot.tga"
ObjectTemplate.vehicleHud.spottedIcon         "Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound S_SprintBreath
ObjectTemplate.vehicleHud.injurySound S_Injury
ObjectTemplate.vehicleHud.vehicleType 7
this is the SP_US_pilot.con

Code: Select all

ObjectTemplate.create Kit SP_us_pilot
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.NetworkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Assault
ObjectTemplate.geometry US_kits_3
ObjectTemplate.geometry.kit 9
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.physicsType Mesh
ObjectTemplate.cullRadiusScale 8

rem -------------------------------------
ObjectTemplate.addTemplate emptyhands
ObjectTemplate.addTemplate hgr_smoke_signal
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair


ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName         "HUD_TEXT_MENU_SPAWN_KIT_PILOTUS"
ObjectTemplate.vehicleHud.miniMapIcon        "Ingame\Kits\Icons\kit_Pilot_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon        "Ingame\Kits\Icons\kit_Pilot.tga"
ObjectTemplate.vehicleHud.spottedIcon         "Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound S_SprintBreath
ObjectTemplate.vehicleHud.injurySound S_Injury
ObjectTemplate.vehicleHud.vehicleType 7
Now give me a some weapons that you would like

a knife + pistol + Main Weapon + smoke etc.
kabar + 92fssilenced + mp5 + smoke + binoclaurs( if possible )

Thanks in forward!

Re: How to begin Modding your PR_SP

Posted: 2009-08-23 09:31
by PatrickLA_CA
Thanks RAW for the great tutorial i made the mp5 thing with changing all of the pilot files

Re: How to begin Modding your PR_SP

Posted: 2009-08-24 05:38
by RAW HOMICIDAL
PatrickLA_CA wrote:Thanks RAW for the great tutorial i made the mp5 thing with changing all of the pilot files
so is everything working correctly now. no invisible weapons i presume?