[Help] minimap_cp missing

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temexter
Posts: 397
Joined: 2009-11-23 15:50

[Help] minimap_cp missing

Post by temexter »

Dear community modders,

I'm really stuck with missing flag image. Read dozens of threads here and BF2Editor.com without solution.

I had the same problem earlier, but resolved it somehow. Funny :) Because I messed something with my version control, I have no idea how it was fixed. All I remember it concerned Atlases.

Gonna put up some SVN or CVS server for the project asap. So please do not beat the beaten. BTW does Community use CVS or SVN? Just curious...

Mean while here's the error:

Code: Select all

Texture not found:
menu/hud/texture/ingame/flags/icons/minimap/fi/minimap_cp
In what file does this actually point?

I made new flags (1k DDS) and they are in:

Code: Select all

menu_client.zip \HUD\Texture\Ingame\flags\icons\minimap\FI\miniMap_Flag.dds
and

Code: Select all

\nametag\FI\miniMap_CP.dds
\nametag\FI\miniMap_CPBase.dds
I've edited PR_MemeAtlas.tai:

Code: Select all

Menu/HUD/Texture/Ingame/flags/icons/minimap/fi/miniMap_CP.tga		Menu\Atlas\MemeAtlas_0.dds, 0, 0.374512, 0.973633, 0.0161133, 0.0161133
Menu/HUD/Texture/Ingame/flags/icons/minimap/fi/miniMap_CPBase.tga		Menu\Atlas\MemeAtlas_0.dds, 0, 0.979004, 0.801758, 0.0161133, 0.0161133
Menu/HUD/Texture/Ingame/flags/icons/hud/score/fi/scoreBoard_Flag.tga		Menu\Atlas\MemeAtlas_2.dds, 2, 0.0639648, 0.0625000, 0.00927734, 0.00732422
ATM PR_memeAtlas.tai entrys point to placeholder flag (cf).

and PR_MemeAtlas.tac (regardless of the impression i've got that it's unnecessary):

Code: Select all

Menu\HUD\Texture\Ingame\Flags\Icons\Hud\Score\fi\scoreBoard_Flag.tga border
Menu\HUD\Texture\Ingame\Flags\Icons\Minimap\fi\miniMap_CP.tga border
Menu\HUD\Texture\Ingame\Flags\Icons\Minimap\fi\miniMap_CPBase.tga border
Would highly appreciate some help here... We have some material ready and at this point it is crusial to be able to test "in action". And moreover set up a code repository.

Or do You suggest it would be wiser to wait for 0.95, as it brings lot's of changes (as i have understood) to coding. In positive way naturally :)

W/best regs,
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Help] minimap_cp missing

Post by Amok@ndy »

have a look at the sticky threads : https://www.realitymod.com/forum/f388-p ... oblem.html

this one tells you why you get this error

seems to be sth wrong with your faction inits
Image
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Help] minimap_cp missing

Post by J.F.Leusch69 »

we use SVN for all the repos
temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: [Help] minimap_cp missing

Post by temexter »

'[R-CON wrote:Amok@ndy;1460459']have a look at the sticky threads : https://www.realitymod.com/forum/f388-p ... oblem.html

this one tells you why you get this error

seems to be sth wrong with your faction inits
I'd like to point out that reference to texture in my case is: "menu/hud/texture/ingame/flags/icons/minimap/fi/minimap_cp" and in that thread "menu/nametag//minimap_cp"

Still stuck :\
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temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: [Help] minimap_cp missing

Post by temexter »

Hooray. Managed to recover almost up to date version.

Anyroad, good practice to go through couple of times couple of dozens of .con files.

Got SVN server up'n'running too (got it 4 free from my shell provider :) . So hopefully no more "shots to leg", if you get the translated idiom :D

Now back to business and stalking news for 0.95...
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alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Help] minimap_cp missing

Post by alexandrei07 »

temexter wrote:I'd like to point out that reference to texture in my case is: "menu/hud/texture/ingame/flags/icons/minimap/fi/minimap_cp" and in that thread "menu/nametag//minimap_cp"

Still stuck :\
Image

Uploaded with ImageShack.us


I've the similar problem (0957) too :confused:
Last edited by alexandrei07 on 2010-11-27 22:43, edited 6 times in total.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Help] minimap_cp missing

Post by J.F.Leusch69 »

make sure the faction_inits.zip gets mounted in the serverarchives.con
fileManager.mountArchive faction_inits.zip Factions
temexter
Posts: 397
Joined: 2009-11-23 15:50

Re: [Help] minimap_cp missing

Post by temexter »

Yep. Definitely faction init not done properly.

And this was not my case as stated, instead I had minimap wrongly referenced in PR_MemeAtlas.tai.
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alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Help] minimap_cp missing

Post by alexandrei07 »

[R-DEV]J.F.Leusch69 wrote:make sure the faction_inits.zip gets mounted in the serverarchives.con

Yes, I put this into the serverarchives (path level)
fileManager.mountArchive Levels/levelname/faction_inits.zip Factions

C:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit\levels\levelname/init.con
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------


run ../../Factions/faction_init.con 1 "ar"
rem run ../../factions_ar/ar.con (0917)
run ../../Factions/faction_init.con 2 "gb_para_variant2"


Others addons into the level:

C:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit\levels\levelname\faction_inits/faction_init.con
beginrem
----------------------------------------
Project Reality Faction Initialization
run faction_init.con <team> <"faction">
----------------------------------------
endrem


rem Common settings across all maps.
rem Inside an if statement since it only needs to be run once (when it's called for team 1)
if v_arg1 == 1
gameLogic.setTeamFlag 0 "flag_neutral"
physics.airdensityzeroatheight 5000
spawnManager.setPlayerKit 2
renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
renderer.tweakfarplane1p 10000001
renderer.tweaknearplane 0.08
gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"
run spawners/spawners_common.con
endIf

rem Begin faction specific settings


elseIf v_arg2 == "ar"
gameLogic.setTeamName v_arg1 "AR"
gameLogic.setTeamLanguage v_arg1 "English"
gameLogic.setTeamFlag v_arg1 "flag_ar"
gameLogic.setKit v_arg1 0 "ar_officer" "pr_ar_soldier6"
gameLogic.setKit v_arg1 1 "ar_officer_alt" "pr_ar_soldier1"
gameLogic.setKit v_arg1 2 "ar_rifleman" "pr_ar_soldier5"
gameLogic.setKit v_arg1 3 "ar_rifleman_alt" "pr_ar_soldier4"
gameLogic.setKit v_arg1 4 "ar_specialist" "pr_ar_soldier2"
gameLogic.setKit v_arg1 5 "ar_medic" "pr_ar_soldier2"
gameLogic.setKit v_arg1 6 "ar_support" "pr_ar_soldier3"
run spawners/spawners_ar.con
elseIf v_arg2 == "ar_sp_variant2"
gameLogic.setTeamName v_arg1 "AR"
gameLogic.setTeamLanguage v_arg1 "English"
gameLogic.setTeamFlag v_arg1 "flag_ar"
gameLogic.setKit v_arg1 0 "ar_officer_sp" "pr_ar_soldier6"
gameLogic.setKit v_arg1 1 "ar_marksman_sp" "pr_ar_soldier1"
gameLogic.setKit v_arg1 2 "ar_assault_alt_sp" "pr_ar_soldier4"
gameLogic.setKit v_arg1 3 "ar_rifleman_sp" "pr_ar_soldier5"
gameLogic.setKit v_arg1 4 "ar_specialist_sp" "pr_ar_soldier2"
gameLogic.setKit v_arg1 5 "ar_medic_sp" "pr_ar_soldier2"
gameLogic.setKit v_arg1 6 "ar_support_sp" "pr_ar_soldier3"
run spawners/spawners_ar_sp.con
endIf

.....\mods\pr_edit\levels\levelname\faction_inits\spawners/spawners_ar.con
ObjectTemplate.create ObjectSpawner RALLYPOINT_AR_SPAWNER
ObjectTemplate.activeSafe ObjectSpawner RALLYPOINT_AR_SPAWNER
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 rallypoint_ar_1

ObjectTemplate.create ObjectSpawner AR_OFFICERKIT
ObjectTemplate.activeSafe ObjectSpawner AR_OFFICERKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_officer

ObjectTemplate.create ObjectSpawner AR_OFFICERABKIT
ObjectTemplate.activeSafe ObjectSpawner AR_OFFICERABKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_officer_alt

ObjectTemplate.create ObjectSpawner AR_RIFLEMANABKIT
ObjectTemplate.activeSafe ObjectSpawner AR_RIFLEMANABKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_rifleman_alt

ObjectTemplate.create ObjectSpawner AR_RIFLEMANKIT
ObjectTemplate.activeSafe ObjectSpawner AR_RIFLEMANKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_rifleman

ObjectTemplate.create ObjectSpawner AR_SPECIALISTKIT
ObjectTemplate.activeSafe ObjectSpawner AR_SPECIALISTKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_specialist

ObjectTemplate.create ObjectSpawner AR_MEDICKIT
ObjectTemplate.activeSafe ObjectSpawner AR_MEDICKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_medic

ObjectTemplate.create ObjectSpawner AR_AAKIT
ObjectTemplate.activeSafe ObjectSpawner AR_AAKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_aa

ObjectTemplate.create ObjectSpawner AR_HVYATKIT
ObjectTemplate.activeSafe ObjectSpawner AR_HVYATKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_at

ObjectTemplate.create ObjectSpawner AR_SNIPERKIT
ObjectTemplate.activeSafe ObjectSpawner AR_SNIPERKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_sniper

ObjectTemplate.create ObjectSpawner AR_ENGINEERKIT
ObjectTemplate.activeSafe ObjectSpawner AR_ENGINEERKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_engineer

ObjectTemplate.create ObjectSpawner AR_SUPPORTKIT
ObjectTemplate.activeSafe ObjectSpawner AR_SUPPORTKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_support

ObjectTemplate.create ObjectSpawner AR_SUPPORTABKIT
ObjectTemplate.activeSafe ObjectSpawner AR_SUPPORTABKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_support_alt

ObjectTemplate.create ObjectSpawner AR_MARKSMANKIT
ObjectTemplate.activeSafe ObjectSpawner AR_MARKSMANKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_marksman

ObjectTemplate.create ObjectSpawner AR_MARKSMANABKIT
ObjectTemplate.activeSafe ObjectSpawner AR_MARKSMANABKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_marksman_alt

ObjectTemplate.create ObjectSpawner AR_RIFLEMANATKIT
ObjectTemplate.activeSafe ObjectSpawner AR_RIFLEMANATKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_riflemanat

ObjectTemplate.create ObjectSpawner AR_RIFLEMANATABKIT
ObjectTemplate.activeSafe ObjectSpawner AR_RIFLEMANATABKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_riflemanat_alt

ObjectTemplate.create ObjectSpawner AR_RIFLEMANAPKIT
ObjectTemplate.activeSafe ObjectSpawner AR_RIFLEMANAPKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_riflemanap

ObjectTemplate.create ObjectSpawner AR_RIFLEMANAPABKIT
ObjectTemplate.activeSafe ObjectSpawner AR_RIFLEMANAPABKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_riflemanap_alt

ObjectTemplate.create ObjectSpawner AR_ASSAULTKIT
ObjectTemplate.activeSafe ObjectSpawner AR_ASSAULTKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_assault

ObjectTemplate.create ObjectSpawner AR_ASSAULTABKIT
ObjectTemplate.activeSafe ObjectSpawner AR_ASSAULTABKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_assault_alt

ObjectTemplate.create ObjectSpawner AR_PILOTKIT
ObjectTemplate.activeSafe ObjectSpawner AR_PILOTKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_pilot

ObjectTemplate.create ObjectSpawner AR_TANKERKIT
ObjectTemplate.activeSafe ObjectSpawner AR_TANKERKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_tanker

ObjectTemplate.create ObjectSpawner AR_UNARMEDKIT
ObjectTemplate.activeSafe ObjectSpawner AR_UNARMEDKIT
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ar_unarmed

edit .....\mods\pr_edit\levels\levelname\menu_server\AtlasPR_MemeAtlas.tac
Menu\nametag\AR\miniMap_CP.dds
Menu\nametag\AR\miniMap_CPBase.dds
Thanks for help me! please ...I'm tired to fight this!!
Last edited by alexandrei07 on 2010-11-28 10:28, edited 15 times in total.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Help] minimap_cp missing

Post by J.F.Leusch69 »

i would either make it a own mod, or edit the original init and spawner files in your pr_edit.

putting the 'custom' faction_inits.zip into the level folder is something i havent done yet, so i really dont know what all could cause the error.

but from guessing, there is no "gb_para_variant2" in PR 0.957, also does the map work with existing factions? do some debugging :D
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Help] minimap_cp missing

Post by alexandrei07 »

Hi JFL

I've a problem

PR_EDIT (Debug Window) DON'T WORKS 0957 VERSION

"C:\Program Files\EA GAMES\Battlefield 2\BF2_r.exe" +modPath mods/pr_edit +restart 1 +menu 1 +fullscreen 0 +developer 1 +ignoreAsserts 1

ONLY WORKS: PR_EDIT TEST (debug)

"C:\Program Files\EA GAMES\Battlefield 2\mods\pr\pr.exe" +modPath mods/pr_edit +restart 1 +menu 1 +fullscreen 0 +developer 1 +ignoreAsserts 1
putting the 'custom' faction_inits.zip into the level folder is something i havent done yet, so i really dont know what all could cause the error.
This custom map works ok over 0917 and older version.

Note: The debugging map over 0957 show me the screen error (post 6) and then CTD!!!

Note2: If I change AR faction by CH or others STD's the loading map is OK

I try to modify this addon, i don't like to make a new mod, my mod team have few guys.


Thank you very much for his recommendations
Last edited by alexandrei07 on 2010-11-29 22:41, edited 11 times in total.
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Help] minimap_cp missing

Post by alexandrei07 »

but from guessing, there is no "gb_para_variant2" in PR 0.957, also does the map work with existing factions? do some debugging
You are right man (CH vs GB) OK, this is the problem, I try to test my faction (AR vs GB)
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Help] minimap_cp missing

Post by alexandrei07 »

[R-DEV]J.F.Leusch69 wrote:i
but from guessing, there is no "gb_para_variant2" in PR 0.957, also does the map work with existing factions? do some debugging :D
Yea you are right !!

But ..I cannot solve the problem


Could you help me???
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [Help] minimap_cp missing

Post by J.F.Leusch69 »

is the problem still the minimap_cp missing? or just a CTD?
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Help] minimap_cp missing

Post by alexandrei07 »

[R-DEV]J.F.Leusch69 wrote:is the problem still the minimap_cp missing? or just a CTD?
I guess both, this SS show you a mix problem (don't exist AR faction and missing minimap_cp texture)

Image

then---> CTD

Could I send you my addon-map?

Thanks
Matrox
Retired PR Developer
Posts: 2104
Joined: 2006-04-27 21:13

Re: [Help] minimap_cp missing

Post by Matrox »

missing minimap_cp occurs when the map loads a non existing faction. post up a copy of your init.con so we can see what factions your are trying to load.

Remember, the init.con is case sensitive as well.
If you can find the four ninjas in my post, pm me to find out the prize....


Soalic: Because Microsoft Word makes really good pictures.
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Help] minimap_cp missing

Post by alexandrei07 »

init.con


--------------------------------------------------------------------------------------------------------

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\falklands\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

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\falklands\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con

endIf

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------


run ../../Factions/faction_init.con 1 "ar"
run ../../Factions/faction_init.con 2 "gb_para_variant2"


rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera 208/202/-791 -15/17/0

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix "Woodland"
else
texturemanager.customTextureSuffix "Woodland"
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 500

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 400
gameLogic.setDefaultNumberOfTicketsEx 16 2 400
gameLogic.setDefaultNumberOfTicketsEx 32 1 600
gameLogic.setDefaultNumberOfTicketsEx 32 2 600
gameLogic.setDefaultNumberOfTicketsEx 64 1 600
gameLogic.setDefaultNumberOfTicketsEx 64 2 600
gameLogic.setDefaultNumberOfTicketsEx 128 1 100
gameLogic.setDefaultNumberOfTicketsEx 128 2 100
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10

rem -----------------------------------------------------------------------------

rem -----------------------------------------------------------------------------

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Help] minimap_cp missing

Post by alexandrei07 »

serverarchives.con

-------------------------------------------------------
fileManager.mountArchive Levels/falklands/Menu_server.zip Menu
fileManager.mountArchive Levels/falklands/Menu_server.zip External
fileManager.mountArchive Levels/falklands/Menu_server.zip HUD
fileManager.mountArchive Levels/falklands/Menu_server.zip Atlas
fileManager.mountArchive Levels/falklands/Menu_server.zip Nametag
fileManager.mountArchive Levels/falklands/Common_server.zip Common
fileManager.mountArchive Levels/falklands/Objects_server.zip Objects
fileManager.mountArchive Levels/falklands/Common_server.zip Sound
rem fileManager.mountArchive Levels/falklands/inits/factions_ar.zip factions_ar
rem fileManager.mountArchive Levels/falklands/faction_inits.zip Factions
fileManager.mountArchive faction_inits.zip Factions



fileManager.mountArchive ../bf2/Common_server.zip Common
fileManager.mountArchive ../bf2/Menu_server.zip Menu
fileManager.mountArchive ../bf2/Objects_server.zip Objects
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Help] minimap_cp missing

Post by alexandrei07 »

clientarchives.con

-------------------------------------------------------------
fileManager.mountArchive Levels/falklands/Objects_client.zip Objects
fileManager.mountArchive Levels/falklands/Common_client.zip Common
fileManager.mountArchive Levels/falklands/Menu_client.zip Menu
rem fileManager.mountArchive Levels/falklands/Menu_client.zip Nametag
fileManager.mountArchive Levels/falklands/Menu_client.zip textures
fileManager.mountArchive Objects_client.zip Objects
fileManager.mountArchive Common_client.zip Common
fileManager.mountArchive Common_client.zip Sound
fileManager.mountArchive Menu_client.zip Menu
alexandrei07
Posts: 128
Joined: 2008-06-20 20:31

Re: [Help] minimap_cp missing

Post by alexandrei07 »

faction_init.con


----------------------------------------------------------
beginrem
----------------------------------------
Project Reality Faction Initialization
run faction_init.con <team> <"faction">
----------------------------------------
endrem


rem Common settings across all maps.
rem Inside an if statement since it only needs to be run once (when it's called for team 1)
if v_arg1 == 1
gameLogic.setTeamFlag 0 "flag_neutral"
physics.airdensityzeroatheight 5000
spawnManager.setPlayerKit 2
renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
renderer.tweakfarplane1p 10000001
renderer.tweaknearplane 0.08
gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"
run spawners/spawners_common.con
endIf

rem Begin faction specific settings


elseIf v_arg2 == "ar"
gameLogic.setTeamName v_arg1 "AR"
gameLogic.setTeamLanguage v_arg1 "English"
gameLogic.setTeamFlag v_arg1 "flag_ar"
gameLogic.setKit v_arg1 0 "ar_officer" "pr_ar_soldier6"
gameLogic.setKit v_arg1 1 "ar_officer_alt" "pr_ar_soldier1"
gameLogic.setKit v_arg1 2 "ar_rifleman" "pr_ar_soldier5"
gameLogic.setKit v_arg1 3 "ar_rifleman_alt" "pr_ar_soldier4"
gameLogic.setKit v_arg1 4 "ar_specialist" "pr_ar_soldier2"
gameLogic.setKit v_arg1 5 "ar_medic" "pr_ar_soldier2"
gameLogic.setKit v_arg1 6 "ar_support" "pr_ar_soldier3"
run spawners/spawners_ar.con
elseIf v_arg2 == "ar_sp_variant2"
gameLogic.setTeamName v_arg1 "AR"
gameLogic.setTeamLanguage v_arg1 "English"
gameLogic.setTeamFlag v_arg1 "flag_ar"
gameLogic.setKit v_arg1 0 "ar_officer_sp" "pr_ar_soldier6"
gameLogic.setKit v_arg1 1 "ar_marksman_sp" "pr_ar_soldier1"
gameLogic.setKit v_arg1 2 "ar_assault_alt_sp" "pr_ar_soldier4"
gameLogic.setKit v_arg1 3 "ar_rifleman_sp" "pr_ar_soldier5"
gameLogic.setKit v_arg1 4 "ar_specialist_sp" "pr_ar_soldier2"
gameLogic.setKit v_arg1 5 "ar_medic_sp" "pr_ar_soldier2"
gameLogic.setKit v_arg1 6 "ar_support_sp" "pr_ar_soldier3"
run spawners/spawners_ar_sp.con
endIf
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