Citizen One
한국 공주
+338|6858|South Korea.

{M5}Sniper3 wrote:

I really don't know how to put this simpler...noob.
I think that actualy makes more sence than the way I explained it, I wonder if I should change my method to yours, seeing as yours is noob-proof.

Last edited by Citizen One (2006-06-14 11:36:43)

{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas

Citizen One wrote:

{M5}Sniper3 wrote:

I really don't know how to put this simpler...noob.
I think that actualy makes more sence than the way I explained it, I wonder if I should change my method to yours, seeing as yours is noob-proof.
I don't mind, it just helps to noob-proof tuts. (The only downside is you end up with a 3 page tut...)
KO
Banned
+31|6752|New Jersey
hahahahi already did it..thanks anyway and i have one more question do i still have to make a new mod (i created a new mod) if i want to put cars have built in UVAs
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas

KO wrote:

hahahahi already did it..thanks anyway and i have one more question do i still have to make a new mod (i created a new mod) if i want to put cars have built in UVAs
You don't need a new folder for each mod. (Like the modded kit and the vehicle UAV.) You can put both in level_abuse.

BUT DO NOT CHANGE THE BF2 OR XPACK FOLDERS!!! Unless you like playing off-line...

Last edited by {M5}Sniper3 (2006-06-14 11:48:29)

Citizen One
한국 공주
+338|6858|South Korea.
Here is something original, I replaced the F-35b on Dragon Valley 64, but I was wondering if anyone knows how too add a portable stair case next to it like the one next to the J-10 on Dalian Plant, but I am not sure how too do such a thing. I think it would be quite cool to have the stairs next to the F-15's wing so you can climb on top of the jet.
https://img241.imageshack.us/img241/9451/screen6260cl.png
KO
Banned
+31|6752|New Jersey
ok thanks i figured i didnt need a new one but i just wanted to make sure
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas

Citizen One wrote:

I was wondering if anyone knows how too add a portable stair case next to it like the one next to the J-10 on Dalian Plant, but I am not sure how too do such a thing. I think it would be quite cool to have the stairs next to the F-15's wing so you can climb on top of the jet.
Working on it...But I think I put it ALITTLE too close to the plane's spawn point...
https://img242.imageshack.us/img242/5608/screen0440ej.jpg
[LCI]squeakyfleece
O-<--< stick man lolololol
+27|6867|perv
hey c1 can u get me a plane on karkand plz?
l41e
Member
+677|6857

Ok, something I just found out while testing my M82A1 and P90 in singleplayer.

When it was named "Mod 1" it CTD'd after I clicked singleplayer.
When I renamed it "M82A1" it worked fine.

I don't know if the CTD was related to the name, but it would seem so.
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas

k30dxedle wrote:

Ok, something I just found out while testing my M82A1 and P90 in singleplayer.

When it was named "Mod 1" it CTD'd after I clicked singleplayer.
When I renamed it "M82A1" it worked fine.

I don't know if the CTD was related to the name, but it would seem so.
No spaces. Use _ instead.
KO
Banned
+31|6752|New Jersey

Citizen One wrote:

Talon wrote:

Hmm.. could you use this to insert the binoculars and M280? They're both in the game, but not used. I'd try but I'm scared of messing something up.

The name for the binos is SIMRAD (instead of eurif thingy) and the M280 is USSNI_M82A1
Intresting, Talon, intresting. I might try later too see if it realy is possible, but dont expect me to try right away.

EDIT: It does work lol, it is massive and you can only fire while laying prone, but it is pretty cool, it just doesent have a firing sound.

http://img474.imageshack.us/img474/9813 … 5675nb.png
hahah how do u do that?
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas
OK Citizen One all you have to do is put these lines of code in the StaticObjects file:

Code:

run /objects/staticobjects/military/objects/mi_plane_stair/mi_plane_stair.con
and:

Code:

rem *** mi_plane_stair ***
Object.create mi_plane_stair
Object.absolutePosition 307.590/72.830/866.000
Object.rotation 111.431/0.000/0.000
Object.layer 1
Object.setLightSourceMask 6
Took me alittle bit to move it in the right spot but I'm happy with it now.

https://img386.imageshack.us/img386/9453/screen0455gs.jpg





KO wrote:

ok well i want to drop a tank and a helo if i can (at karkand) and where can i find the codes(i guess u can call them that) for example "gbrif_l96a1" <like one of those but for tanks and helos?
Like this?:

Citizen One wrote:

Code:

ahe_ah1z
ahe_havoc
ahe_z10
air_f35b
air_j10
air_su30mkk
chthe_z8
ruair_mig29
RUAIR_SU34
the_mi17
usair_f15
usair_f18
usthe_uh60
aav_tunguska
aav_type95
apc_btr90
apc_wz551
JEEP_FAAV
jep_mec_paratrooper
jep_nanjing
JEP_Paratrooper
jep_vodnik
RUTNK_T90
tnk_type98
USAPC_LAV25
USJEP_HMMWV
USTNK_M1A2
boat_rib
xpak2_eurofighter
xpak2_tiger
air_a10
air_su39
che_wz11
she_ec635
she_littlebird
xpak2_fantan
xpak2_musclecar
xpak2_semi
xpak_ailraider
xpak_hind
xpak_forklift
xpak_apache
xpak_bmp3
xpak_hummerTOW
xpak_jetski
xpak_atv
xpak_civ1
xpak_civ2

Last edited by {M5}Sniper3 (2006-06-14 13:18:38)

Mj.Blindfisch
Bulletdrop-Buddha
+338|6906|Germany

{M5}Sniper3 wrote:

Working on it...But I think I put it ALITTLE too close to the plane's spawn point...
Yeah,putting stuff in was already "big fun" in BF1942,trial and error....

Is there actually an unit behind this so you can measure on the map where you wanna place something?
I always used the coordinates of an already existing spawnpoint and worked my way up to the desired effect,but that's a pain in the butt.
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas

Mj.Blindfisch wrote:

{M5}Sniper3 wrote:

Working on it...But I think I put it ALITTLE too close to the plane's spawn point...
Yeah,putting stuff in was already "big fun" in BF1942,trial and error....

Is there actually an unit behind this so you can measure on the map where you wanna place something?
I always used the coordinates of an already existing spawnpoint and worked my way up to the desired effect,but that's a pain in the butt.
But the BF2 Editor makes placing spawnpoints a snap! Only thing is, for some reason it won't open up maps unless the server and client folders are unzipped...Which is always "fun" to do...
l41e
Member
+677|6857

Complete M82A1 tweak file. The M95 reload sound was out of sync with the same with the animation, so I put in the MG36 reload sound, which is closer. Same with the deploy sound, now it uses the PKM deploy. Last of all I changed the scope to 5x and added some damage (now 95).

Code:

rem *** Generated with Bf2Editor.exe [created: 2004/12/7 0:15]
ObjectTemplate.activeSafe GenericFireArm ussni_m82a1
ObjectTemplate.creator DSU-1:dsu
ObjectTemplate.modifiedByUser psh
ObjectTemplate.setNetworkableInfo HandFireArmsInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.preCacheObject 1
ObjectTemplate.castsDynamicShadow 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\USSNI_M82A1.tga
ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\USSNI_M82A1_mini.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\USSNI_M82A1.tga
ObjectTemplate.weaponHud.hudName "M82A1"
ObjectTemplate.weaponHud.guiIndex 0
ObjectTemplate.weaponHud.altGuiIndex 52
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.roundsPerMinute 900
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.fireInCameraDof 1
ObjectTemplate.fire.onlyFireWhenProne 0
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.magSize 10
ObjectTemplate.ammo.nrOfMags 6
ObjectTemplate.ammo.reloadTime 3
rem ---EndComp ---
rem ---BeginComp:SoldierBasedRecoilComp ---
ObjectTemplate.createComponent SoldierBasedRecoilComp
ObjectTemplate.recoil.hasRecoilForce 1
ObjectTemplate.recoil.goBackOnRecoil 0
ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/0.6/0.7/0
ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-0.4/0.4/0
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.setFireDev 3.5 2 0.1
ObjectTemplate.deviation.minDev 0
ObjectTemplate.deviation.setTurnDev 0 0 0 0
ObjectTemplate.deviation.setSpeedDev 3 0.2 0.2 0.1
ObjectTemplate.deviation.setMiscDev 2.5 2.5 0.1
ObjectTemplate.deviation.devModStand 1.8
ObjectTemplate.deviation.devModCrouch 1.4
ObjectTemplate.deviation.devModZoom 0.5
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp:DefaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay 0.1
ObjectTemplate.zoom.zoomLod 1
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor 0.2
ObjectTemplate.zoom.zoomOutAfterFire 0
rem ---EndComp ---
ObjectTemplate.geometry USSNI_M82A1
ObjectTemplate.setCollisionMesh ussni_m82a1
ObjectTemplate.mapMaterial 0 Collision_Material 68
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate S_ussni_m82a1_Fire1P
ObjectTemplate.setPosition 0/0.0591398/0.0561323
ObjectTemplate.addTemplate S_ussni_m82a1_Fire1P_Outdoor
ObjectTemplate.setPosition 0/0.0611646/0.881483
ObjectTemplate.addTemplate S_ussni_m82a1_Fire3P
ObjectTemplate.setPosition 0/0.0595212/0.905331
ObjectTemplate.addTemplate S_ussni_m82a1_BoltClick
ObjectTemplate.setPosition 0/0.068769/0.825876
ObjectTemplate.addTemplate S_ussni_m82a1_TriggerClick
ObjectTemplate.setPosition 0/-0.0138693/-0.0632272
ObjectTemplate.addTemplate S_ussni_m82a1_SwitchFireRate
ObjectTemplate.setPosition 0/0.0127717/0.823524
ObjectTemplate.addTemplate S_ussni_m82a1_Reload1P
ObjectTemplate.setPosition 0/-0.0474808/0.980874
ObjectTemplate.addTemplate S_ussni_m82a1_Reload3P
ObjectTemplate.setPosition 0/0.0458041/0.0216938
ObjectTemplate.addTemplate S_ussni_m82a1_Deploy1P
ObjectTemplate.setPosition 0/0.0592946/0.0280282
ObjectTemplate.addTemplate S_ussni_m82a1_Deploy3P
ObjectTemplate.setPosition 0/0.0719312/0.0261568
ObjectTemplate.addTemplate S_ussni_m82a1_Zoom
ObjectTemplate.setPosition 0/0.14565/0.79722
ObjectTemplate.addTemplate e_muzz_kord
ObjectTemplate.setPosition 0/0.0558999/0.968833
ObjectTemplate.addTemplate e_shellejection_m82a1
ObjectTemplate.setPosition 0/0.054203/0
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/USSNI_M82A1/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/USSNI_M82A1/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate M82a1Projectile
ObjectTemplate.velocity 1000
ObjectTemplate.itemIndex 3

ObjectTemplate.create GenericProjectile M82a1Projectile
ObjectTemplate.modifiedByUser psh
ObjectTemplate.createNotInGrid 1
ObjectTemplate.preCacheObject 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp:DefaultCollisionComp ---
ObjectTemplate.createComponent DefaultCollisionComp
rem ---EndComp ---
rem ---BeginComp:DefaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
rem ---EndComp ---
rem ---BeginComp:DefaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultRicochetComp ---
ObjectTemplate.createComponent DefaultRicochetComp
rem ---EndComp ---
rem ---BeginComp:DefaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.material 39
rem -------------------------------------
ObjectTemplate.addTemplate S_M82a1Projectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/1/0/0
ObjectTemplate.material 39
ObjectTemplate.minDamage 0.2
ObjectTemplate.damage 95
ObjectTemplate.distToStartLoseDamage 300
ObjectTemplate.distToMinDamage 600

ObjectTemplate.activeSafe Sound S_ussni_m82a1_Fire1P
ObjectTemplate.modifiedByUser psh
ObjectTemplate.soundFilename "objects/weapons/handheld/ussni_m95_barret/sounds/barrett_1p_fire.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.95
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.95/1/

ObjectTemplate.activeSafe Sound S_ussni_m82a1_Fire3P
ObjectTemplate.modifiedByUser psh
ObjectTemplate.soundFilename "objects/weapons/handheld/ussni_m95_barret/sounds/barrett_3p_fire.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.95/1/
ObjectTemplate.minDistance 5
ObjectTemplate.halfVolumeDistance 20
ObjectTemplate.soundRadius 0.5

ObjectTemplate.activeSafe Sound S_ussni_m82a1_BoltClick
ObjectTemplate.modifiedByUser psh
ObjectTemplate.soundFilename "objects/weapons/handheld/chrif_type95/sounds/type95_bolt_click.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.6
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0.5

ObjectTemplate.activeSafe Sound S_ussni_m82a1_TriggerClick
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/uspis_92fs/sounds/mono/trigger_click.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_ussni_m82a1_SwitchFireRate
ObjectTemplate.modifiedByUser psh

ObjectTemplate.activeSafe Sound S_ussni_m82a1_Reload1P
ObjectTemplate.modifiedByUser psh
ObjectTemplate.soundFilename "objects/weapons/handheld/sasrif_mg36/sound/mg36reload.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.75
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_ussni_m82a1_Reload3P
ObjectTemplate.modifiedByUser psh
ObjectTemplate.soundFilename "objects/weapons/handheld/sasrif_mg36/sound/mg36reload.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.75
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 2

ObjectTemplate.activeSafe Sound S_ussni_m82a1_Deploy1P
ObjectTemplate.modifiedByUser psh
ObjectTemplate.soundFilename "objects/weapons/handheld/rulmg_pkm/sounds/pkm_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.6
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_ussni_m82a1_Deploy3P
ObjectTemplate.modifiedByUser psh
ObjectTemplate.soundFilename "objects/weapons/handheld/rulmg_pkm/sounds/pkm_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.6
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 1

ObjectTemplate.activeSafe Sound S_ussni_m82a1_Zoom
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/weapons/handheld/rurif_bizon/sounds/zoom_generic.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_M82a1Projectile_Looping
ObjectTemplate.modifiedByUser psh
Edit: Oh yeah, now you can fire it while standing or crouching...if they let me fire a 35-pound PKM while standing, why not a 32-pound M82?

Last edited by k30dxedle (2006-06-14 13:28:26)

{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas

k30dxedle wrote:

Complete M82A1 tweak file. The M95 reload sound was out of sync with the same with the animation, so I put in the MG36 reload sound, which is closer. Same with the deploy sound, now it uses the PKM deploy. Last of all I changed the scope to 5x and added some damage (now 95).
Cooleos! I'll try it out...

EDIT - You should 've put the damage at 220...

Last edited by {M5}Sniper3 (2006-06-14 13:40:36)

KO
Banned
+31|6752|New Jersey
well when i was modifying my US_AT kit i put alot of stuff in there and filled up all of it..do u think it would work? and if i put a helo in Karkand can i drop a helo from the sky?
l41e
Member
+677|6857

Well if you put either:

-too much stuff, more than 9
or
-2 or more things with the same object number

then it won't work.
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas

KO wrote:

well when i was modifying my US_AT kit i put alot of stuff in there and filled up all of it..do u think it would work?
Are there less then 9 objects? Did you remove the parachute? Did you add any objects in there with the same index number?

KO wrote:

and if i put a helo in Karkand can i drop a helo from the sky?
It should work...
Citizen One
한국 공주
+338|6858|South Korea.
Oh my days, This thread is going so fast, I might have to request lockage eventualy.
l41e
Member
+677|6857

Lockage? Nooooo!
KO
Banned
+31|6752|New Jersey

{M5}Sniper3 wrote:

KO wrote:

well when i was modifying my US_AT kit i put alot of stuff in there and filled up all of it..do u think it would work?
Are there less then 9 objects? Did you remove the parachute? Did you add any objects in there with the same index number?
i did not remove the parachute.. same index number i dont no(ill check)? and do u no where to find Gun Codes or can someone past them on the thread.. thanks

i put a medic kit, ammo bag, Predator, l96a1, ak-101, c4, and parachute
Mj.Blindfisch
Bulletdrop-Buddha
+338|6906|Germany

{M5}Sniper3 wrote:

But the BF2 Editor makes placing spawnpoints a snap! Only thing is, for some reason it won't open up maps unless the server and client folders are unzipped...Which is always "fun" to do...
So that's why the darn thing wouldn't work when I tried to mess around with my mods...
I've erased my mod folder anyway,I changed a lot of stuff and the map would just CTD...so let's start again from scratch.
And I'm not really motivated at the moment,in my room it is around 35-40°C at daytime and it slowly cools down at night...that's just too damn warm for doing copy&paste like a maniac....
Did I mention that I'm lazy?

Last edited by Mj.Blindfisch (2006-06-14 13:44:06)

{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas
To my knowledge you can't put an ammo bag and a med bag in the same kit...

NO LOCKAGE! NO LACKAGE! NO LOCKAGE!

Last edited by {M5}Sniper3 (2006-06-14 13:46:09)

KO
Banned
+31|6752|New Jersey

{M5}Sniper3 wrote:

To my knowledge you can't put an ammo bag and a med bag in the same kit...
ok thanks can i put another gun there or a grappling hook or zipline

Last edited by KO (2006-06-14 13:46:24)

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