Add new faction to PR

Making or wanting help making your own asset? Check in here
Post Reply
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Add new faction to PR

Post by ComradeHX »

So far, I did the following:
created sp kit and soldier files for USSR
modified lashkar vally map init_sp.con (ger_sp replaced with ussr_sp)
modified faction_inits.con to include USSR kits(named ussr_sp with RU voice), used ru spawner

What is missing? Nothing showed up when loading into lashkar valley; Blufor is still German.
Last edited by ComradeHX on 2014-08-17 21:20, edited 1 time in total.
B2P1
Posts: 215
Joined: 2014-07-31 20:53

Re: Add new faction to PR

Post by B2P1 »

I don't know anything about this, but what if you keep the German voices?

Edit: Nevermind that's only applicable for different layers.
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: Add new faction to PR

Post by SShadowFox »

Are you loading COOP? If you are but it still shows the Germans instead of Soviets, check the following:

1 - If you really changed the faction at "init_sp.con", not at "init.con" by mistake
2 - If the gamemodes/gpm_coop/(16/32/64)/gameplayobjects.con have the following line on it:

Code: Select all

run ../../../Init_sp.con
If all of the above are checked and it still loads the Germans, then I don't know what is the problem.
Image
[R-DEV]Spec:The suggestion is not accepted, I merely wanted to comment.

Shame doesn't work on me, Nor on men of my caliber.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Add new faction to PR

Post by ComradeHX »

SShadowFox wrote:Are you loading COOP? If you are but it still shows the Germans instead of Soviets, check the following:

1 - If you really changed the faction at "init_sp.con", not at "init.con" by mistake
2 - If the gamemodes/gpm_coop/(16/32/64)/gameplayobjects.con have the following line on it:

Code: Select all

run ../../../Init_sp.con
If all of the above are checked and it still loads the Germans, then I don't know what is the problem.
1. I changed both and still didn't work.
2. It has that line.

Was there something else that needed to be changed for faction to work?

Should I have created a new spawner for ussr?

I put the changes into my main pr and it crashed without error message while running windowed mode.
Last edited by ComradeHX on 2014-08-17 21:42, edited 2 times in total.
User avatar
Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Add new faction to PR

Post by Mineral »

Did you add all flag icons for the loading and minimap?
Image
melonmuncher
PR:BF2 Developer
Posts: 266
Joined: 2012-01-13 05:14

Re: Add new faction to PR

Post by melonmuncher »

If there's is something wrong with the faction it will load the faction from the init.con file, I'm sure if you look closely you will notice it's the mp German faction, not the sp version. Change ger to ussr_sp it in the init.con as well and run in windowed to receive an error message.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Add new faction to PR

Post by ComradeHX »

[R-DEV]Mineral wrote:Did you add all flag icons for the loading and minimap?
I thought the flag was just painted onto minimap.

Where do I find the file that points to the faction's flag?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Add new faction to PR

Post by Rhino »

As mentioned above there are loads of little flag icons, symbols and localisation text, among the kits and other stuff that goes into making a new team.

I suggest you look deep into one of the minimods like PR:F or PR:WW2 that have most of their new team stuff inside the map files and you can then easily see what needs to be made in order to make a new team.
Image
Post Reply

Return to “PR:BF2 Community Modding”