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[Help] Bf2 Editor

Posted: 2011-12-04 04:18
by pr|Zer0
Hello guys.

Right now, im working on a new pr map and there are some things that makes my life difficult :D :
1. Save object bundle/paste object bundle : everytime i use this command, all objects that are part of that bundle are snaping to terrain or even underground when placing them on map. Is something im missing,cause it would be nice to have the bundle pasted on map "assembled",so to speak.
2. Airbase: what is the lenght of the runway,and how you get the repair/resupply thingy for jets? is that an object spawner? same thing for helipad. Oh, the runway itself is a static somewhere, or do i have to make it like a road?
3. object spawner - nrofobjectspawned setting : how this setting should be? for example,for jets. should be 1 or what? if I set it to 2, the second jet will spawn after min/max delay setting,or after the previous jet is killed?
4. using object spawner, is possible to jump to driver/gunner seat? using camera.onVehicle is not working.
5. This one may be lame,but how do you set N,S,W,E on the map??
6.Is 4km insurgency a go or a no go? Was the gameplay tested?

hoping that someone will have the time to reply and help, thx for your time.

Re: [Help] Bf2 Editor

Posted: 2011-12-04 10:04
by Rhino
1. Setting dosne't really work. Your best off just crating the object layout on part of the map, then cloning it (holding down ctrl or shift, can never remember which due to it being different in max) and then dragging the object out along an axis will reserve its layout and will enable you to position it correctly, watch out for floaters when doing this thou.

2. An airbase should be 800m long, you should also look at planning on working on a design and getting your airbase made in the new format: https://www.realitymod.com/forum/f196-p ... rbase.html

3. Look though step 4 (possibly the other bits too) of this tut as it will explain the settings: https://www.realitymod.com/forum/f189-m ... audit.html
If you want to have two jets spawn on the same point thats up to you, but not normally what is done.

4. Camera On Vehicle In The Editor - Official BF Editor Forums

5. Up on the minimap is always north so its based on how you make your map. Need to really make sure its correct before you start working on your map as its not a simple fix later on.

6. There is no reason why it can't work providing you do it right.

Re: [Help] Bf2 Editor

Posted: 2011-12-04 13:11
by pr|Zer0
Thx mate. So all I have to do is wait for your airbase...will do :D

Re: [Help] Bf2 Editor

Posted: 2011-12-04 13:25
by Rhino
Payne wrote:So all I have to do is wait for your airbase
No, you need to work out a design for your airbase(s) and get someone to make them.

In the future a sort of generic one will be made at one point which will be used in Black Gold (possibly some other maps too in the future) which will match more or less the Black Gold airbase design which you can see on its minimap: https://www.realitymod.com/forum/f196-p ... d-4km.html

http://i.imgur.com/MpSYT.jpg

So if your not making your airbase on a real one, you might want to use the generic one BG will use but that's up to you.

If you decide you need a different layout you should try and make your layout as realistic as possible.

Re: [Help] Bf2 Editor

Posted: 2011-12-06 09:52
by pr|Zer0
got it now...
back to my pain, the bloody on vehicle cam still not working...could this be because i dont have "kits" "weapons"and "soldiers"loaded??


oh, and I dont want to open another thread for this, but following https://www.realitymod.com/forum/f354-community-maps/89720-0957-init-system.html ,i got this error(residing in faction_init.con wich is located in pr_edit/factions.zip) :

Code: Select all

Ignored Warning[Console] : Unknown object or method!: 	gameLogic.setTeamDropVehicle 1 "mark_team1"  (levels/****/../../Factions/faction_init.con)
Ignored Warning[Console] : Unknown object or method!: 	gameLogic.setTeamDropVehicle 2 "mark_team2"  (levels/*****/../../Factions/faction_init.con)
Ignored Warning[Game] : templ not found:artillery_team1
Ignored Warning[Game] : templ not found:artillery_team2
Ignored Warning[Game] : templ not found:jdam_team1
Ignored Warning[Game] : templ not found:jdam_team2
Any ideeas? i have "weapons"resource loaded in editor.

Re: [Help] Bf2 Editor

Posted: 2011-12-06 10:04
by Rhino
you drag and drop a vehicle into the map like you would a staticobject (note, not a vehicle as part of a GPO spawner, that wont work) and then you select it, and type the command in.

If you crash after doing that then you might need to sort out your kits.

Re: [Help] Bf2 Editor

Posted: 2011-12-06 10:10
by pr|Zer0
i did just that, but no results.. and the editor doenst crash. vehicle just hops up and down 1 time and nothing. when i [press space, i go into free camera view :( cant go to soldier camera as well.
I think i'll unpack again bf2 and pr resources as by your tutorial of setting up bf2e for pr.
Anyway, thx for your time.

Re: [Help] Bf2 Editor

Posted: 2011-12-06 10:20
by Rhino
you most likley need to fix your kits in your pr_edit.

The problem is PR's kits setup don't directly work with pr_edit, need to remember what you need to do will edit this post in a bit once I work it out again.

EDIT: Can't remember exactly what I did now to make it work in the way I have it in my pr_edit, but a simple fix should be just to make a "us_specops.con" file in your "\mods\pr_edit\objects\kits\us\" folder and fill it with the following code:

Code: Select all

ObjectTemplate.create Kit us_specops
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.setNetworkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Support
ObjectTemplate.geometry US_kits1
ObjectTemplate.geometry.kit 2
ObjectTemplate.geometry.dropGeom 9
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.abilityRestoreRate 0.15
ObjectTemplate.abilityInVehicleRadius 0
ObjectTemplate.abilityInVehicleStrength 0.0
ObjectTemplate.abilityInVehicleMaterial 91
ObjectTemplate.cullRadiusScale 100000
ObjectTemplate.timeToLiveAfterDeath 300

rem -------------------------------------
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate klappspaten
ObjectTemplate.addTemplate usrif_m16a4
ObjectTemplate.addTemplate USHGR_M67
ObjectTemplate.addTemplate nsrif_grapplinghook
ObjectTemplate.addTemplate binocular
ObjectTemplate.addTemplate medikit_dressing
ObjectTemplate.addTemplate hgr_incendiary
rem -------------------------------------

ObjectTemplate.createComponent Ability
ObjectTemplate.ability.hasAmmoAbility 1
ObjectTemplate.ability.hasRepairingAbility 1

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_RIFLEMAN_US"
ObjectTemplate.vehicleHud.miniMapIcon		"Ingame\Kits\Icons\kit_Light_Scope_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon		"Ingame\Kits\Icons\kit_Light_Scope.tga"
ObjectTemplate.vehicleHud.spottedIcon 		"Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound		S_SprintBreath
ObjectTemplate.vehicleHud.injurySound		S_Injury
ObjectTemplate.vehicleHud.vehicleType 		7

Then if you go into solider cam, and vehicle it should work after loading up the editor with that .con file in that folder.

Re: [Help] Bf2 Editor

Posted: 2011-12-06 13:04
by pr|Zer0
Thaks a lot for your help.

LE. Rhino...u da MAN... its working...cheers