l41e
Member
+677|6858

Citizen One wrote:

NEW UPDATE, YAY!

How to give vehicles built in UAV's.

!Warning! You need to make a new mod folder.

Do this by copying your xpack folder and pasting it into BF2's mod folder and naming it "ownage" or something, whatever you want as long as it doesent say "Copy Of Xpack".

Now to begin. In your new mod folder, open the "Objects_server" zip and go into the Objects folder then vehicles then this bit is up to you, but lets give the Apache a radar k? Now go into "xpak_vehicles" and select the "xpak_apache" folder, in there is a file called "xpak_apache.tweak" drag that out to the desktop or wherever you want to edit it, but leave that zip open, not because you have to, but opening all those folders again gets a bit boring. Now open the tweak file with notepad and in that tweak file locate a line that says...


Code:

rem ---BeginComp:HelpHud ---
ObjectTemplate.createComponent HelpHud
ObjectTemplate.HelpHud.helpStringKey "HUD_HELP_VEHICLE_HELO_PILOT_CONTROLS_deployFlares"
ObjectTemplate.HelpHud.helpSoundKey "HUD_HELP_VEHICLE_HELO_PILOT_CONTROLS_deployFlares"
ObjectTemplate.HelpHud.lowArmorHelpSoundKey "HUD_HELP_VEHICLE_HELO_LOWHEALTH_useFriendlyRepairStation"
ObjectTemplate.HelpHud.lowArmorHelpStringKey "HUD_HELP_VEHICLE_HELO_LOWHEALTH_useFriendlyRepairStation"
rem ---EndComp ---
Now under that paste in the following text string.

Code:

rem ---BeginComp:Ability ---
ObjectTemplate.createComponent Ability
ObjectTemplate.Ability.radarRadius 70
rem ---EndComp ---
So it looks like this.

Code:

rem ---BeginComp:HelpHud ---
ObjectTemplate.createComponent HelpHud
ObjectTemplate.HelpHud.helpStringKey "HUD_HELP_VEHICLE_HELO_PILOT_CONTROLS_deployFlares"
ObjectTemplate.HelpHud.helpSoundKey "HUD_HELP_VEHICLE_HELO_PILOT_CONTROLS_deployFlares"
ObjectTemplate.HelpHud.lowArmorHelpSoundKey "HUD_HELP_VEHICLE_HELO_LOWHEALTH_useFriendlyRepairStation"
ObjectTemplate.HelpHud.lowArmorHelpStringKey "HUD_HELP_VEHICLE_HELO_LOWHEALTH_useFriendlyRepairStation"
rem ---EndComp ---
rem ---BeginComp:Ability ---
ObjectTemplate.createComponent Ability
ObjectTemplate.Ability.radarRadius 70
rem ---EndComp ---
Now save that tweak file to the desktop and then drag it into the Apache vehicle folder and it will replace that tweak file with the one you edited. Now start up your custom mod and play Iron Gator or something, and fly the Apache, if done right it shoud have a built in UAV, if it wont work for you, let me know exactly what you did so I can point out what you did wrong. Ok have fun!
Wouldn't it be possible to edit the ObjectTemplate.Ability.radarRadius line to make a big UAV that covers most of the map?
Mj.Blindfisch
Bulletdrop-Buddha
+338|6906|Germany

k30dxedle wrote:

Wouldn't it be possible to edit the ObjectTemplate.Ability.radarRadius line to make a big UAV that covers most of the map?
Yup,I've edited a lot of files in my BF1942 time,anything is possible with the variables.

In BF1942 there were little modifications like vehicle-drop(at that time nearly impossible to mod),instant-jeep(the engineer could throw dynamite-packs which spawned 1 jeep and then disappeared),I even made a tank with a battleship turret on it,but firing this thing made the tank spin into orbit.

Your idea shouldn't be a problem,definitely would work.

Last edited by Mj.Blindfisch (2006-06-03 10:12:03)

l41e
Member
+677|6858

Wonder if it would be possible to have built-in artillery guns? Or even better make the Abrams fire an automatic artillery gun?
Mj.Blindfisch
Bulletdrop-Buddha
+338|6906|Germany

k30dxedle wrote:

Wonder if it would be possible to have built-in artillery guns? Or even better make the Abrams fire an automatic artillery gun?
There's a mini-mod where you can fire single artillery shots with the sniper rifle,when you shoot an artillery round comes down from the sky exactly where your crosshairs pointed.

Should definitely possible then to put it into any other gun or vehicle.
l41e
Member
+677|6858

So...an Abrams with an automatic artillery gun as main gun, pre-1.2 BH minigun as co-ax, an automatic Stinger with unlimited ammo on top, the armor of the scan trailer...mmm. Rapeage.
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas
OK, I've just tried just about everything you've modded. I can get different teams, deferent people, different skies, different vehicle spawns (That are on the map.), vehicle UAV's, and even toxic water:
https://img139.imageshack.us/img139/652/screen0276sw.th.jpg

BUT, one thing I can't get is vehicle spawns for vehicles that are not normally on that map. (I.E. The A-10 on Op Clean Sweep.)
Citizen One
한국 공주
+338|6859|South Korea.

{M5}Sniper3 wrote:

BUT, one thing I can't get is vehicle spawns for vehicles that are not normally on that map. (I.E. The A-10 on Op Clean Sweep.)
LMFAO @ Toxic sea, wtf? Oh and you have to put the vehicle names in the Static Objects file so it knows what vehicles to "activate" on the level, do that by copying what you need from the list of static object strings from other levels. Below I have listed some random Chinese stuff that aint on Clean Sweep, I duno...you probably dont want them, but you get the general idea right? (You cant spawn A-10s if you dont have AF)

Code:

Vehicle (The Static Object Text strings)

run /objects/vehicles/xpak2_vehicles/xpak2_eurofighter/xpak2_eurofighter.con
run /objects/vehicles/xpak2_vehicles/xpak2_tiger/xpak2_tiger.con
run /objects/vehicles/xpak2_vehicles/air_su39/air_su39.con
run /objects/vehicles/air/usair_f18/usair_f18.con
run /objects/vehicles/air/air_j10/air_j10.con
run /objects/vehicles/air/ahe_z10/ahe_z10.con
run /objects/vehicles/land/tnk_type98/tnk_type98.con


Vehicle names (For like vehicle drops and stuff)

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_su39
che_wz11
xpak2_fantan
xpak_ailraider
xpak_hind
xpak_forklift
xpak_apache
xpak_bmp3
xpak_hummerTOW
xpak_jetski
xpak_atv
xpak_civ1
xpak_civ2
Obviously that's just what I use for reference, so not everything applies to you. Hope that helps. But you het the general idea right? Open a Static Objects file and copy over "run text strings" and paste them into the level you want to rip apart. I suck at explaning, I realise that!
Poncho
and I'm not a raincoat...
+91|6917|NL
Some one just posted a nice idea in the BF2s etc forum section about changing the music during map loading. Is this possible? Thanks in advance Poncho.
Brasso
member
+1,549|6840

$kelet0r wrote:

by xpack i assume you are referrring to Special Forces which you only need if you want to add Special Fores content - you can obviously mess around without it
I'm going to try this later anyway with euroforces vs china on karkand
yes, xpack is SF.  By UAV in a vehicle, you mean like the scout helos that are supposed to be in AF?
"people in ny have a general idea of how to drive. one of the pedals goes forward the other one prevents you from dying"
Mj.Blindfisch
Bulletdrop-Buddha
+338|6906|Germany

Poncho wrote:

Some one just posted a nice idea in the BF2s etc forum section about changing the music during map loading. Is this possible? Thanks in advance Poncho.
If it's a stand-alone mod nearly everything is possible,but not on the normal maps when you try to play ranked multiplayer games.
Kinda sucks that the ranking system and the stats make people hesitant about playing mods,which are often much better than the original.
Brasso
member
+1,549|6840

Mj.Blindfisch wrote:

k30dxedle wrote:

Wonder if it would be possible to have built-in artillery guns? Or even better make the Abrams fire an automatic artillery gun?
There's a mini-mod where you can fire single artillery shots with the sniper rifle,when you shoot an artillery round comes down from the sky exactly where your crosshairs pointed.

Should definitely possible then to put it into any other gun or vehicle.
its called Slaughter, and it's located here: http://totalbf2.filecloud.com/files/fil … e_id=84661
"people in ny have a general idea of how to drive. one of the pedals goes forward the other one prevents you from dying"
Mj.Blindfisch
Bulletdrop-Buddha
+338|6906|Germany

haffeysucks wrote:

By UAV in a vehicle, you mean like the scout helos that are supposed to be in AF?
Yup,that's the idea of it,whereever you go you have the radar circling around you,as if you have an UAV-halo above your head all the time.

If there could be a distinction between ground and air targets by the UAV you would have a great radar for dogfighting without giving the jets the unfair advantage of seeing all the ground targets(just let them see planes).
And with a working radar with a huge radius the phalanx of the Essex could get rid of those J-10s before they come close.
l41e
Member
+677|6858

Well...hmm. You'd definitely need to increase the "lock" range on the AA to do that...
Mj.Blindfisch
Bulletdrop-Buddha
+338|6906|Germany

k30dxedle wrote:

Well...hmm. You'd definitely need to increase the "lock" range on the AA to do that...
Like I said before,everything is possible in a mod,just check out the air-to-air-missiles of the Tiger in the Operation Peacekeeper mod,the DAO-12 which shoots grenades(Slaughter mod) or all the other mods.
I haven't modded much in BF2 but in BF1942 it was pretty easy,just notepad and a bit of inspiration was all you needed and people came up with amazing stuff.
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas
OK so far I've put this in the Static object file:

Code:

run /objects/vehicles/xpak2_vehicles/air_a10/air_a10.con
And in the GamePlayObjects (16 player conquest) I've put:

Code:

air_a10
in the place of:

Code:

USAIR_F15
so it looks like:

Code:

rem [ObjectSpawnerTemplate: CPNAME_OC_16_airfield_bomb]
ObjectTemplate.create ObjectSpawner CPNAME_OC_16_airfield_bomb
ObjectTemplate.activeSafe ObjectSpawner CPNAME_OC_16_airfield_bomb
ObjectTemplate.modifiedByUser dgo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 RUAIR_SU34
ObjectTemplate.setObjectTemplate 2 air_a10
ObjectTemplate.minSpawnDelay 25
ObjectTemplate.maxSpawnDelay 35
I'm just wondering if you have any other ideas...
Mj.Blindfisch
Bulletdrop-Buddha
+338|6906|Germany

{M5}Sniper3 wrote:

OK so far I've put this in the Static object file:

Code:

run /objects/vehicles/xpak2_vehicles/air_a10/air_a10.con
This won't work unless you have AF installed,you are aware of that?
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas

Mj.Blindfisch wrote:

{M5}Sniper3 wrote:

OK so far I've put this in the Static object file:

Code:

run /objects/vehicles/xpak2_vehicles/air_a10/air_a10.con
This won't work unless you have AF installed,you are aware of that?
Yes I do have AF installed...
Citizen One
한국 공주
+338|6859|South Korea.
Then it should work. As long as you put the AF objects in your custom mod folders objetcs client and server zip etc.
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas
OH YEAH!
https://img245.imageshack.us/img245/364/screen0283do.th.png
https://img245.imageshack.us/img245/1113/screen0292vf.th.png
https://img300.imageshack.us/img300/373/screen0307hh.th.png

Now to put that in single player and have some fun with the bots...
l41e
Member
+677|6858

Put it on a download site. Share the fun.
Citizen One
한국 공주
+338|6859|South Korea.
LOL, nice one. Some recognition in your sig please >
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas

Citizen One wrote:

LOL, nice one. Some recognition in your sig please >
No prob...
Citizen One
한국 공주
+338|6859|South Korea.
Ok thanks:) How did you make Toxic Water? Is that from some mod?
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas
No, you just go into the water file of the map.
It looks like this for Op CleanSweep:

Code:

rem *** Generated by BF2Editor ***
renderer.waterScroll 0.2/0.3
renderer.waterAnimSpeed 60
renderer.waterColor 0.066667/0.082353/0.109804
renderer.waterSpecularColor 0.654902/0.67451/0.694118/3
renderer.waterSpecularPower 30
renderer.waterFogColor 50.00/60.00/80.00
renderer.waterFogStartEndAndBase 0.00/20.00/3.00/0.50
terrain.waterSunIntensity 0.8
And you just edit the numbers of water color. The format is red/green/blue.
For toxic water I have:

Code:

renderer.waterColor 0.066667/0.982353/0.109804
Mj.Blindfisch
Bulletdrop-Buddha
+338|6906|Germany

{M5}Sniper3 wrote:

For toxic water I have:

Code:

renderer.waterColor 0.066667/0.982353/0.109804
This is way cool.
Everybody ready for a classic Star Trek planet with green water and pink sky?
Great ideas,as soon as I have AF myself I'll make my own level.

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