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Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-01 00:54
by PRbear
I seam not to be able to find map-specific data for singleton instances of vehicles.
When i create a vehicle, i can change a number of parameters on the tweak-page:
(Disregard the question-marks, and handwritten numbers, they are not relevant)
Image
These values are not included in this specific maps/Levels gameplayObjects.con
An example : Radius
Where is that value written?
I suppose all the other tweak-values are written to the same ..file(?)
There is no file with these values to be found :?
Somehow this information must be kept inside THIS map/Level.
The map/Level-specifics cant be in any location outside the actual Level!
That is pure logic!
Does anyone know where these vehicle specific values are kept in the specific Level

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-01 01:58
by Suchar
It's not there because it's not used. I don't even know what it does.

All the basic objectspawner parameters (the ones you screenshoted) are simply set to default if they are not defined in gameplayobjects.con.

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-01 11:35
by AlonTavor
Unwritten means it's default

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-01 17:24
by PRbear
AlonTavor wrote:Unwritten means it's default
..Oh
And then edited values would be disregarded?
Just reset to default(?) -Then disregarded :?
So editing is in vain..
That is really disappointing, and odd -cause i believe i can see effects. :confused:

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-01 17:58
by AlonTavor
If you change something and it doesnt end up in the .con/.tweak file then that's weird. Which parameter is it?
ObjectSpawnerTemplate does have a radius option.

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-02 13:38
by Rabbit
I thought radius had something to do with the time to live timer.

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-02 13:50
by Suchar
Rabbit wrote:I thought radius had something to do with the time to live timer.
Wasn't it Distance?

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-02 14:06
by Outlawz7
It's Distance.

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-02 14:11
by Rabbit
Outlawz7 wrote:It's Distance.
Ahhh yeah, that's right.

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-02 17:14
by PRbear
AlonTavor wrote:If you change something and it doesnt end up in the .con/.tweak file then that's weird. Which parameter is it?
All the ones you can see as handwritten.
The object in question is entered like this in the gameplayObject.con

Code: Select all

rem [ObjectSpawnerTemplate: CPNAME_destroyed_carrier_SpeedBoat_01]
ObjectTemplate.create ObjectSpawner CPNAME_destroyed_carrier_SpeedBoat_01
ObjectTemplate.activeSafe ObjectSpawner CPNAME_destroyed_carrier_SpeedBoat_01
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 BOAT_RIB
ObjectTemplate.setObjectTemplate 2 BOAT_RIB

if v_arg1 == host

   rem [ObjectSpawner: CPNAME_destroyed_carrier_SpeedBoat_01]
   Object.create CPNAME_destroyed_carrier_SpeedBoat_01
   Object.absolutePosition 267.512/37.971/293.822
   Object.rotation -89.152/0.000/0.000
   Object.setControlPointId 1
   Object.layer 1
:
That is for SP, and there is only one option: 16
Map AIX2: attack_on_woody_beach
The map has a limited gameplay, and just adding a simple option for landing -like the boat, ( and a parachute-drop) changes the gameplay significantly -But where are the edited parameters gone :?
..so odd
I will try and reload the map into editor, and resave it, perhaps ... idk too weird :confused:


-Btw The parameters: (thanks to Clivevil)
TimeToLive - how long the vehicle can be abandoned for before it starts degrading
Distance - how far away you need to go before the vehicle is considered abandoned, and TimeToLive starts ticking down
Team. -default '0', and cant be changed ... I believe this param to be not in use
MaxNumOfObjSpawned -
Radius - that the one i mentioned
Delays - if something was blocking the spawner -Only min delay make sense
UseButtonRadius - i have n o idea :| ...could it refere to the flawed user-UI at upstart..?
DamagedWhenLost - Default 60. That is the time a vehicle will live after it has been used, abandoned, but not damaged! -Even a tiny scratch set a degeneration process, and the vehicle will perish.(To change that, the vehicle tweak-file must be edited)
HoldObject - keeps an object locked in place until it is entered -Not working with bots
VisibleTeam - believe an object can be hidden for one team(?)
TeamOnVehicle - Important! If not checked, bots cant spawn on the vehicle.

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-03 17:43
by PRbear
This is now solved!

Code: Select all

rem ********** Object Spawner **********
rem [ObjectSpawnerTemplate: CPNAME_destroyed_carrier_SpeedBoat_01]
ObjectTemplate.create ObjectSpawner CPNAME_destroyed_carrier_SpeedBoat_01
ObjectTemplate.activeSafe ObjectSpawner CPNAME_destroyed_carrier_SpeedBoat_01
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 BOAT_RIB
ObjectTemplate.setObjectTemplate 2 BOAT_RIB

rem [ObjectSpawnerTemplate: destroyed_carrier_bhb]
ObjectTemplate.create ObjectSpawner destroyed_carrier_bhb
ObjectTemplate.activeSafe ObjectSpawner destroyed_carrier_bhb
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 boat_rib
ObjectTemplate.setObjectTemplate 2 boat_rib
ObjectTemplate.minSpawnDelay 5
ObjectTemplate.maxSpawnDelay 10
ObjectTemplate.TimeToLive 120
ObjectTemplate.radius 60
ObjectTemplate.teamOnVehicle 1
The answer to this weirdness is that the added parameters from editor is not written and saved in folder gameModes/.. -and the gameplayObjects.con of any gameMode, it is only written to the gameplayObjects.con that is in folder Editor!
(That is not the case, when a new map is made, then BF2Editor writes all updates to the gameModes folders)

So to do the updating of each of the levels gameModes, this file must be manually copied into each of the gamemodes, that is relevant.
I think this weirdness must be caused by some setting in MY BF2Editor(?) There must be an option for updating all gameModes, if not -thats just moronic
An alternative explanation could be that the edited level has some setting, that prevents gameModes updating(?)
But there is one more HUGE issue!
Windows10, and its very restricted understanding of the term Administrator.
If the folders in BF is not specific selected and given special permissions in
properties| security| <all>
then attempts to write from BF2Editor in the program-files-area, to a con-file, will be silently rejected!
This is particularly an issue in navmeshing, because Batch-writing is blocked!

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-03 19:54
by Fastjack
You have to set the layers. And than select in Editor in which layers you work.

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-02-04 17:58
by PRbear
Fastjack wrote:You have to set the layers. And than select in Editor in which layers you work.
Ahh so a level can have the focus on a different layer 'saved', and the editing the level, will not save changes to layer-1, but to the 'focused' layer :?
Quite odd -Especially because other BF2Editor-settings are not savable ( eg like AI | Draw AI| Draw infantry)
There are some really strange design 'ideas' in this Editor-software.
Maybe because there are so many mushrooms in the Swedish forests ... :mrgreen:

Re: Looking for parameters from BF2Editor in Map-files

Posted: 2020-06-13 06:20
by Fastjack
Update:

MaxNumOfObjSpawned / Radius - Objectspawner can spawn more than one asset of the same type. Second asset will spawn after the first asset leaved the Radius of the objectspawner.