[Help]...again
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jax
- Posts: 355
- Joined: 2011-08-07 02:47
[Help]...again
I apologize for posting in this forum so much but i have rean into a couple of problems.
1. My rallypoints/vehicls/vehicle depots disappear after i have saved, closed my bf2 editor and re-opened.
2. My map wont show up in the amp list so i can locally test it.
Hopefully i can get some help, thanks
1. My rallypoints/vehicls/vehicle depots disappear after i have saved, closed my bf2 editor and re-opened.
2. My map wont show up in the amp list so i can locally test it.
Hopefully i can get some help, thanks
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: [Help...again]
map not showing up is due to the .desc file. Loading Screen (name, description, music, background) - Official BF Editor Forums
best just to copy a maps and put it into your map then edit it with something like notepad ++.
For your first question. Are their still blue boxes where your vehicles spawn?
best just to copy a maps and put it into your map then edit it with something like notepad ++.
For your first question. Are their still blue boxes where your vehicles spawn?
Killing the enemy sylently
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Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Help...again]
you need to spawn your vehicles with an object spawner, drag and dropping them from the vehicles list wont work
check the tutorials, everything is explained there
check the tutorials, everything is explained there

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jax
- Posts: 355
- Joined: 2011-08-07 02:47
Re: [Help...again]
Alright thanks, will post back, hopefully after this i will be less of a burden 
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Help...again]
ooooh you were dropping the vehicles directy as objects
I understand
yeah right click, objectspawner, then code it up from there, the map audit tut is especially good on this stuff
yeah right click, objectspawner, then code it up from there, the map audit tut is especially good on this stuff
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jax
- Posts: 355
- Joined: 2011-08-07 02:47
Re: [Help...again]
This community is great, hopefully i will become knowledgeable enough to be an asset 
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: [Help...again]
Just keep reading the tutorials posted here and at the BF editor forums and everything should be all right. If you have any questions though, feel free to post them and we'll try our best to answer. (well, you will get an answer just not maybe out of me) xD
Killing the enemy sylently
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jax
- Posts: 355
- Joined: 2011-08-07 02:47
Re: [Help...again]
One small problem...my vehicles arent showing up 


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AnimalMother.
- Posts: 2476
- Joined: 2007-02-25 15:38
Re: [Help...again]
just click cancel,
then look left and you'll have a big list in the teamvehicle1 and teamvehicle2
did you follow rhino's tut on how to set the editor up properly for modding PR?
then look left and you'll have a big list in the teamvehicle1 and teamvehicle2
did you follow rhino's tut on how to set the editor up properly for modding PR?
ex |TG-31st|
AnimalMotherUK - YouTube
AnimalMotherUK - YouTube
vistamaster01: "I just dont get people with girl usernames/pics/sigs lol,
for example I thought AnimalMother was a girl
ops:"
Arte et Marte
for example I thought AnimalMother was a girl
Arte et Marte
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jax
- Posts: 355
- Joined: 2011-08-07 02:47
Re: [Help...again]
Im not going to lie, i looked over and over that thing and knew that i saw how to insert vehicles somewhere but thought it was somewhere else other than rhino's, sorry i dont want to seem like one of those noobs that doesnt search, because trust me, i search my *** off.
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jax
- Posts: 355
- Joined: 2011-08-07 02:47
Re: [Help...again]
Still having trouble being able to try my map.... if someone could take a look at this and tell me what im doing wrong please 
Code: Select all
<map>
<name>Oasis</name>
<briefing locid="MAPDESCRIPTION_hilly">map description for modders maps not localized (english only)</briefing>
<music> common/sound/menu/music/map16.ogg </music>
<modes>
<mode type="gpm_skirmish">
<maptype players="16" type="skirmish" locid="GAMEMODE_DESCRIPTION_skirmish">Unlocalized test for this mode on this map</maptype>
</mode>
</modes>
</map>-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Help...again]
you are trying to load skirmish, and the name of your map's desc file is the same as the folder name?
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jax
- Posts: 355
- Joined: 2011-08-07 02:47
Re: [Help...again]
Yes and yes, this is seems to be painstaking process that will most likely pay off in the end.
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Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: [Help...again]
Ye as others have said, you can't drag and drop vehicles in like statics, that simply dosen't work 
You must place them as a object spawner, read this tut for more info on that, it should also answer most of your other questions
https://www.realitymod.com/forum/f189-m ... audit.html
Just skip Step 1 as it dosen't apply to you unless your working with an existing map like the tut is.
Also to be sure you have the most upto date one etc, I recommend you do Step 6 from the pr_edit setup tut again, possibly the entire tut again: https://www.realitymod.com/forum/f189-m ... dding.html
[quote=""'[R-DEV"]Rhino;254101']6. Setting up your editor
Now we need to set up the editor to work with our new pr_edit so you can load all the statics etc.
First its best if you install these files that will help you crate maps for PR by making the editor more compatible with PR's settings etc. Download this .rar and extract it to: "C:\Program Files\EA GAMES\Battlefield 2" (overwrite any files it asks you to).
Inside it are a few editor files and little extras to help you
Download: http://www.gloryhoundz.com/prmm/users/rhino/PR_EDIT.rar
NOTE: in addition to this to get the most upto date object spawner templates, you should copy the "bf2editor" folder out of "\Battlefield 2\mods\pr\readme" and paste it into your Battlefield 2 folder, overwriting the folder with the new one. Do this after you have exacted the above "PR_EDIT.rar" otherwise you will have the old object spawner templates.
Now after you have done that, start the editor and when it gets to the "Select Startup MOD" Screen, click on "pr_edit" and press ok.

Should load up pretty fast as, at the moment, it's not set to load up much.
Now we need to go to the mod manager to tell it what we want it to load. In the toolbar of the bf2 editor go to: Mod > Mod Manager...

In the Mod Manager click on the tab "Editor Content" and in there check every box in the list. If it has a white box next to it it is unchecked and will not load, if it has a green box it is checked and will load the content related to it. (IE: Common, Dynamic Objects, Effects, etc.)

Then click ok, will take a few mins to sort it out.[/quote]
[quote="jax""]Still having trouble being able to try my map.... if someone could take a look at this and tell me what im doing wrong please
[/quote]
Not anouther map called Oasis, that name brings back horrible memories of PR v0.25 map where people would just drive around in DPVs all over the sand dunes running over squads of enemies
If you follow that Audit tut I linked to you above it will tell you how to setup everything correctly so you get a GPO etc in the right place: https://www.realitymod.com/forum/f189-m ... audit.html
You must place them as a object spawner, read this tut for more info on that, it should also answer most of your other questions
https://www.realitymod.com/forum/f189-m ... audit.html
Just skip Step 1 as it dosen't apply to you unless your working with an existing map like the tut is.
Are you running the "pr_edit" mod and are you sure you installed the "LayerInit.con" correctly? Check to see that you have one in "\EA GAMES\Battlefield 2\bf2editor\mods\pr_edit"jax wrote:One small problem...my vehicles arent showing up
Also to be sure you have the most upto date one etc, I recommend you do Step 6 from the pr_edit setup tut again, possibly the entire tut again: https://www.realitymod.com/forum/f189-m ... dding.html
[quote=""'[R-DEV"]Rhino;254101']6. Setting up your editor
Now we need to set up the editor to work with our new pr_edit so you can load all the statics etc.
First its best if you install these files that will help you crate maps for PR by making the editor more compatible with PR's settings etc. Download this .rar and extract it to: "C:\Program Files\EA GAMES\Battlefield 2" (overwrite any files it asks you to).
Inside it are a few editor files and little extras to help you
Download: http://www.gloryhoundz.com/prmm/users/rhino/PR_EDIT.rar
NOTE: in addition to this to get the most upto date object spawner templates, you should copy the "bf2editor" folder out of "\Battlefield 2\mods\pr\readme" and paste it into your Battlefield 2 folder, overwriting the folder with the new one. Do this after you have exacted the above "PR_EDIT.rar" otherwise you will have the old object spawner templates.
Now after you have done that, start the editor and when it gets to the "Select Startup MOD" Screen, click on "pr_edit" and press ok.

Should load up pretty fast as, at the moment, it's not set to load up much.
Now we need to go to the mod manager to tell it what we want it to load. In the toolbar of the bf2 editor go to: Mod > Mod Manager...

In the Mod Manager click on the tab "Editor Content" and in there check every box in the list. If it has a white box next to it it is unchecked and will not load, if it has a green box it is checked and will load the content related to it. (IE: Common, Dynamic Objects, Effects, etc.)

Then click ok, will take a few mins to sort it out.[/quote]
[quote="jax""]Still having trouble being able to try my map.... if someone could take a look at this and tell me what im doing wrong please
Code: Select all
<map>
<name>Oasis</name>
<briefing locid="MAPDESCRIPTION_hilly">map description for modders maps not localized (english only)</briefing>
<music> common/sound/menu/music/map16.ogg </music>
<modes>
<mode type="gpm_skirmish">
<maptype players="16" type="skirmish" locid="GAMEMODE_DESCRIPTION_skirmish">Unlocalized test for this mode on this map</maptype>
</mode>
</modes>
</map>Not anouther map called Oasis, that name brings back horrible memories of PR v0.25 map where people would just drive around in DPVs all over the sand dunes running over squads of enemies
Ye, make sure you have a Gameplayobjects.con in "\levels\*map name*\GameModes\gpm_skirmish\16"[R-DEV]Amok@ndy wrote:have you set up and skirmish GPO ?
If you follow that Audit tut I linked to you above it will tell you how to setup everything correctly so you get a GPO etc in the right place: https://www.realitymod.com/forum/f189-m ... audit.html
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jax
- Posts: 355
- Joined: 2011-08-07 02:47
Re: [Help...again]
Dont worry, no apcs... this is only 1km. And with this being my first map i do now plan on submitting it. I used to make missions back in my old clan in ArmA but i find this so much more fun because theres so much more depth in the map. I tried to follow that audit tutorial but for now all i want to do is test out my map i.e. drive around in a techy and see my terrian.
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jax
- Posts: 355
- Joined: 2011-08-07 02:47
Re: [Help...again]
IM soooo close, i just need one last bit of help
This error is probably the only thing standing in my way.


Off we fuck.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Help...again]
You probably haven't packed your map right, you need to have your gamemode folder and the files inside in the server.zip
examine other map's .zips to learn the layout
examine other map's .zips to learn the layout
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jax
- Posts: 355
- Joined: 2011-08-07 02:47
Re: [Help...again]
mine looks no different than any others except for the exception of a few raws. I used rhino's script to do this.
EDIT:
Ok so i no longer get that error anymore because i changed the gamemodes from "&64" to just "64" but while im loading, it only gets to 15% :S
EDIT:
Ok so i no longer get that error anymore because i changed the gamemodes from "&64" to just "64" but while im loading, it only gets to 15% :S
Last edited by jax on 2011-08-11 13:07, edited 2 times in total.
Off we fuck.
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jax
- Posts: 355
- Joined: 2011-08-07 02:47
Re: [Help...again]
Anyone? I really need this to be fixed, im eager to test it all out.
Off we fuck.


