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[help!] H Clan Al-BasrahVIP edited map

Posted: 2012-06-20 22:25
by =HCM= Shwedor
Hello! I am shwedor from H clan and a team of H members is currently working on an edited Al-Basrah (Al-BasrahVIP) map with the intention of making it into a VIP gamemode. Here are some pictures and our current gameplan for getting it done, along with status updates, we thought it would be easier to post this here rather than individually reaching out for assistance.

Current and Completed Objectives:

1. Artillery IED for insurgents removed -COMPLETED by Eskil

2. SPG Technical for insurgents removed - COMPLETED by Eskil

3. Gary (Dump Truck with explosive device only removed) for insurgents removed (and explosive Big Red) - COMPLETED by Eskil

4. Challenger 2 Tank for British removed - COMPETED by Eskil

5. All but one Warrior for British removed (total of one Warrior IFV) - COMPLETED by Eskil

6. Scimitar(s) removed - COMPLETED by Eskil

7. Addition of Panther CLV's to replace the Warriors that are to be removed (add 4) - COMPLETED by Eskil (Desert Skinned variant)

8. Addition of more .50 cal armed Rovers (9 total) - COMPLETED by Eskil

9. Removal of the helicopters for British () - COMPLETED by Eskil

10. Sapper (IED) kit limited for insurgents, one per a squad of 4+ - COMPLETED by Eskil (awaiting gameplay testing)

11. Removal of C4 kit , Heavy Anti-Tank, and AA kits for British (a la SAW removal on Matrox's fun maps) - COMPLETED by Eskil

12. Removal of one .50 cal technical (3 total for insurgents) - COMPLETED by Eskil

13. Removal of caches/insurgency gamemode, replace with AAS style flags at VCP, gas station and Palace, capped in the order of VCP first, gas station second, then Palace. Only the VIP can cap (a la like pilots can't cap flags in regular PR) (extra flags to be added after gameplay testing to create a more linear path for the convoy, encourage ambushing tactics, and attempt to prevent players from wandering off into the boondocks) - COMPLETED by Eskil (awaiting alterations from gameplay testing)

14. Addition of the old SUV from previous PR versions, for VIP usage only. Respawns 5 minutes after death. Only able to be driven using a pilot kit. *DEVs say we cannot limit driveability of PR vehicles, so we shall edit a kit and make it a special VIP kit, one only for BLUFOR. This kit will be armed with an MP-7, pistol, restrainer, red smoke, binoculars, 3 patches. Serverside rules shall dictate its usage. - SUV added by Eskil

15. VIP kit, only one for British team (limited) (maybe have it allocated only to the commander, most likely as a drop kit) - Awaiting completion

16. British ticket count set to 500, Insurgent ticket count set to 950 - COMPLETED by Eskil (I think)

17. Removal of Supply trucks (No British Firebases, want them to use convoys and not to repair the VIP vehicle) - COMPLETED by Eskil

18. Addition of Eight more civilian vehicles for insurgents, respawning. (all in insurgent main) - COMPLETED by Eskil

19. Removal of Bomb cars - COMPLETED by Eskil

20. Add Three extra RPG kits in insurgent main (total of 6 for insurgents) - COMPETED by Eskil

21. Add Two extra SVD kits in insurgent main (total of 3 for insurgents) - COMPLETED by Eskil

22. Add One extra Enfield Sniper kits in insurgent main (total of 2 for insurgents) - COMPLETED by Eskil

23. (removed)

24. (removed)

25. Addition of Three troop trucks for British. - COMPLETED by Eskil

26. (If possible, not priority) Change the loading music.

27. Add 6 RPK's and 3 PKM's in insurgent main - COMPLETED by Eskil

28. Add 2 ironsights enfield rifles in insurgent main - COMPLETED by Eskil

29. Add 2 extra ammo technicals in insurgent main (total of 4) - COMPLETED by Eskil

30. Add two five minute rally spawns for insurgents in key locations (green dots) - COMPLETED by Eskil


We have many more additions and changes coming! This is not even close to our final version! Suggestions to asset layout will be noted, but we have decided to not include any air assets (Edit: we are still thinking of the MH-6) with this particular map. The current layout is to encourage ambushing tactics instead of hit and run drive-by gangland shootings, thus we have a mobile armed British fighting force and a Insurgent fighting force set for well-planned static ambushes.

Re: [help1] H Clan Al-BasrahVIP edited map

Posted: 2012-06-20 22:36
by Eskil_swe
Hey, Eskil from H too. i have some questions that i havent found any solustion for yet. when i have package the map (for testing) i get ripple texture all over the map but it works fine if i dont pack the map. so dose any one know any solution for it?

thanks
Eskil_swe

Re: [help1] H Clan Al-BasrahVIP edited map

Posted: 2012-06-22 16:15
by TeRR0R
You might recycle my optimized light- and colormaps for Al Basrah:

http://dva.de.vc/albasrah_relightmapped.zip


I once relightmapped the whole map and cleaned some bugs from the colormap.

Re: [help1] H Clan Al-BasrahVIP edited map

Posted: 2012-06-22 17:28
by Eskil_swe
thx, found out that i just needed the old terraingdata.raw :)

Re: [help1] H Clan Al-BasrahVIP edited map

Posted: 2012-06-23 11:16
by KiloJules
*Whispering from the bushes* just use the whole "Basrah V2" map pls...sooo much better...

Re: [help1] H Clan Al-BasrahVIP edited map

Posted: 2012-07-01 00:34
by =HCM= Shwedor
I've been reading through the forums and mod tutorials, but I am unsure of how to make a new pick-up kit. We are trying to make a new pickup kit for British, only one of them to spawn near the hangers on Basrah and it will only respawn when the person using it dies so as to limit it to one per team. We don't really need it to be selectable from a crate. How does one go about making a new kit (armed with MP-7, pistol, smoke grenades, 3 patches, green binoculars, knife/restrainer) as a pick-up kit without making a completely new mod? And we also need to make it so ONLY that kit can cap flags and no other kit on the map. Only thread I could find on it was this (https://www.realitymod.com/forum/f388-p ... e-map.html) and that didn't tell a whole lot. I am assuming it would be similar to making a Project Normandy-style minimod (just a single map folder) but without new meshes if we could use the basic officer kit meshes to save time?

Re: [help1] H Clan Al-BasrahVIP edited map

Posted: 2012-07-01 12:20
by lucky.BOY
Well I guess you need to make kit, and then place it on the map via object spawner. For the thing of having one kit on map, you need to wait until that kit dissapears, not only until the person carring it gets killed. You might make it dissapear instantly after drop? I dont know.
To restrict it to one kit on map only, this could be done via object spawner, similar to how tanks are restricted, maybe?

Take this with a big grain of salt, please, as I am really not a capacity in these things.

Re: [help1] H Clan Al-BasrahVIP edited map

Posted: 2012-07-03 18:12
by rPoXoTauJIo
=HCM= Shwedor wrote:I've been reading through the forums and mod tutorials, but I am unsure of how to make a new pick-up kit. We are trying to make a new pickup kit for British, only one of them to spawn near the hangers on Basrah and it will only respawn when the person using it dies so as to limit it to one per team. We don't really need it to be selectable from a crate. How does one go about making a new kit (armed with MP-7, pistol, smoke grenades, 3 patches, green binoculars, knife/restrainer) as a pick-up kit without making a completely new mod?
If you want to place kit on the map, look at any GPO.con with meinsurgents team, there is good example, how you can spawn kit.

To make kit disappear after death, just paste in your %kit_name%.con this line

Code: Select all

ObjectTemplate.timeToLiveAfterDeath 1
Also, look at PR:V, or PR:F, how to load custom content(kits).
=HCM= Shwedor wrote: And we also need to make it so ONLY that kit can cap flags and no other kit on the map.
I think, no chance without some python coding.

Re: [help!] H Clan Al-BasrahVIP edited map

Posted: 2012-07-09 22:17
by Eskil_swe
allright thx for the awnser :) dose any one happen to know what needs to be changed so we only have one kit that can cap ?

Re: [help!] H Clan Al-BasrahVIP edited map

Posted: 2012-07-10 03:57
by Kevokpo
Eskil_swe wrote:allright thx for the awnser :) dose any one happen to know what needs to be changed so we only have one kit that can cap ?
I'm not sure, as I don't know anything about coding or anything related to that, but I think the pilot kit is unable to cap flags, maybe you should check it's files, which I don't know where nor which ones are :P

hope to have helped. keep it up :D

Re: [help!] H Clan Al-BasrahVIP edited map

Posted: 2012-07-16 19:48
by Eskil_swe
yeh i have checked around littel at the pilot kit. but i have a issue with the kits, iam trying to "mount" them as in vietnamn and i cant get it to work. can any one explane or tell me what i might missing?
thx

Re: [help!] H Clan Al-BasrahVIP edited map

Posted: 2012-07-19 19:12
by =HCM= Shwedor
bump....

Re: [help!] H Clan Al-BasrahVIP edited map

Posted: 2012-07-21 11:11
by Fastjack
Mounting custom stuff into a map:

Creating a KIT : it's only a con template, that must be created.
The name (my is : Fastjack_officer_sp) must be the same as in your first codeline:
Excample

Code: Select all

ObjectTemplate.create Kit Fastjack_officer_sp  
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.kitType Specops
ObjectTemplate.aiTemplate Specops
ObjectTemplate.geometry chinsurgent_kits 
ObjectTemplate.geometry.kit 4 
ObjectTemplate.geometry.dropGeom 12
ObjectTemplate.networkableInfo KitInfo
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.cullRadiusScale 100000
ObjectTemplate.timeToLiveAfterDeath 300

rem -------------------------------------
ObjectTemplate.addTemplate idfkni_m4marsmelee 
ObjectTemplate.addTemplate insrg_scorpion_idx2
ObjectTemplate.addTemplate idfrif_m4mars 
ObjectTemplate.addTemplate f1grenade 
ObjectTemplate.addTemplate radio 
ObjectTemplate.addTemplate hgr_smoke_signalpurple
ObjectTemplate.addTemplate simrad 
ObjectTemplate.addTemplate medikit_dressing_3_sp 
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_OFFICER_US_LIMITED"
ObjectTemplate.vehicleHud.miniMapIcon		"Ingame\Kits\Icons\kit_Officer_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon		"Ingame\Kits\Icons\kit_Officer.tga"
ObjectTemplate.vehicleHud.spottedIcon 		"Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound		S_SprintBreath
ObjectTemplate.vehicleHud.injurySound		S_Injury
ObjectTemplate.vehicleHud.vehicleType 		7

First look for this lines:

Code: Select all

ObjectTemplate.geometry chinsurgent_kits 
ObjectTemplate.geometry.kit 4 
ObjectTemplate.geometry.dropGeom 12
Choose the correct geometry types for your kit.
I used the chinsurgents_kits and the kitgeomtry 4 for the soldier and he will drop the kit-geometry 12, if he get wounded. Best is, ur looking into the GB factions kits and using the GB geometries.


Next step is to modify the equipment and watch out for the itemindexes!
If u using 2 slots with equipment and both have the same itemindexes (ID's), u will CTD without error message. Itemindexes (ID) must be obeyed.
That is this part of code:

Code: Select all

ObjectTemplate.addTemplate idfkni_m4marsmelee       ----ID=1
ObjectTemplate.addTemplate insrg_scorpion_idx2      ----ID=2
ObjectTemplate.addTemplate idfrif_m4mars            ----ID=3
ObjectTemplate.addTemplate f1grenade                ----ID=5
ObjectTemplate.addTemplate radio                    ----ID=6
ObjectTemplate.addTemplate hgr_smoke_signalpurple   ----ID=4
ObjectTemplate.addTemplate simrad                   ----ID=7
ObjectTemplate.addTemplate medikit_dressing_3_sp    ----ID=8
U can find in each weapon.tweak the itemindexes.
Look for codeline : ObjectTemplate.itemIndex

After finishing the kit.con :
Create a folder named pickup and put your kit.con inside.
Create a folder named kits and put the folder with pickup inside.
Zip the kit folder and name the zip : objects_server.zip.
Objects_server.zip ---> kits ----> pickup ---> yourkittemplate
Place the objects_server.zip into your albasrah map.

Next step: Mounting
For that u need a ServerArchives.con in your map server.zip. Create a con file with the name ServerArchives.con with the codeline:

Code: Select all

fileManager.mountArchive levels/your-alBasrah-name/objects_server.zip Objects
Important is, use / and not \
Put this con file into the server.zip of the map (where the init.con lives).

Edit: sorry i forgot: modify the init.con and put these lines into it:

Code: Select all

run ServerArchives.con
It must looking like this :

Code: Select all

rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\your-al-basrah-mapname\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor
run ServerArchives.con

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\your-al-basrah-mapname\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ServerArchives.con
rem ***levelssettings like factions and etc. following***
Last is: fill the kitname into a objectspawner of the map.

Generally, if u creating new stuff (only based on tweaks and cons and not on textures),
u put only the stuff in a selfcreated objects_server.zip and mount/load it with your ServerArchives.con.
The Init.con saying the bf engine, what con files get loaded.
The ServerArchives.con saying the bf engine, to load your customized Objects_server.zip file

U got it? If bnot ask for more intel.

Greetz FJ

Re: [help!] H Clan Al-BasrahVIP edited map

Posted: 2012-07-21 19:33
by Eskil_swe
Thanks ALOT :D i will try it to night, cant say any thing else then thaanks :D

Re: [help!] H Clan Al-BasrahVIP edited map

Posted: 2012-07-24 00:03
by Eskil_swe
The pick up kits works perfect :D but one more question do you know how you set up the kit you requsit from the crate? i want to do some changes on the GB kits and mount them as well. ;)
thx

Re: [help!] H Clan Al-BasrahVIP edited map

Posted: 2012-07-24 12:34
by Fastjack
The Kitrequest system is based on python, sofar i know/believe.
Sorry, but in things like python i cannot help you. I'm deeply sorry.

I don't know, if it is enough to create only a new faction_init.con and the spawners for it.
maybe it is possible to copy the original kits, modifying it but let same name as the originals and mount the modified kit clones into your map.
I'm not sure if the original kits gonna loaded or get overwritten in the maploading process by the modified ones or CTD. Never tried.

Download the 0.953 singleplayer mappack. There is a map called Street_2.
In this maps are factions upgrades and custom kits made by spyker2041 sofar i remember.
Experiment a little bit with the integrated street map factions/kits/faction_init.con, spawners.con and look if it work.

Maybe that help u a bit.

FJ

Re: [help!] H Clan Al-BasrahVIP edited map

Posted: 2012-07-24 16:17
by Eskil_swe
might be possible, cause i have tried to copy and rename it for my kit and i allways get CTD, so might be python based. i will take a look at that Street_2 thx for the help :)