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.
jax wrote:One small problem...my vehicles arent showing up

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"
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>
[/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
[R-DEV]Amok@ndy wrote:have you set up and skirmish GPO ?
Ye, make sure you have a Gameplayobjects.con in "\levels\*map name*\GameModes\gpm_skirmish\16"
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