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

Mj.Blindfisch wrote:

Great,first it starts with just notepad editing,now we are skinning already....when's the first Citizen One total conversion coming?
Modding...it's...it's...ADDICTIVE! I've modded plenty of games before, GTA3 was my first game that I modded, and I probably lost 6 months of my life modding it...

And I didn't want to put the textures in a new post because this tread is going so well...By the time we know it we'll be doing vehicle meshes...
Mj.Blindfisch
Bulletdrop-Buddha
+338|6906|Germany

{M5}Sniper3 wrote:

Modding...it's...it's...ADDICTIVE! I've modded plenty of games before, GTA3 was my first game that I modded, and I probably lost 6 months of my life modding it...

And I didn't want to put the textures in a new post because this tread is going so well...By the time we know it we'll be doing vehicle meshes...
My first glimpse at modding was in UT,in BF1942 I made all kinds of funny stuff like putting Katyusha-rockets onto planes(yay,missiles!!lol) or making the Jeep a James Bond car with machineguns and grenadelaunchers,just for testing it in a local game.
As long as it's not mapping or modeling it's not that difficult to have quite nice results(for example your toxic water,just looks awesome) with the stuff that's already in the game.

Last edited by Mj.Blindfisch (2006-06-09 12:11:01)

{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas
Citizen One
한국 공주
+338|6858|South Korea.
This is great, we are learning more and more every day, soon we might even be making leet mods together Btw, I know this is childish but I just had to lol. This is what I think of the wooterscooters!

https://img386.imageshack.us/img386/5313/screen5399wk.png

Last edited by Citizen One (2006-06-09 14:11:36)

{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas
LOL, It is now dubbed the Gay Wooterscooter.
Citizen One
한국 공주
+338|6858|South Korea.
I officaly suck at art. But heres my atempt at a SK soldier. Oh that reminds me, has anyone else noticed that the Chinese guys are mixed up? They made the Chinese jet pilot for flying choppers and the Chinese chopper pilot for flying jets lol, if you dont belive me, go in third person in a jet and notice the lack of gas mask.
https://img49.imageshack.us/img49/8421/screen5618gv.jpg
Citizen One
한국 공주
+338|6858|South Korea.
How to make custom kits.

Note: I am only teaching how to edit one kit, the rest is up to you, but you should understand what to do after reading this.

First thing is first, create a new folder called “Levels abuse” like I said earlier. This is where you will be doing all your editing and stuff.

Ok, now that is out the way, onto the leet kit editing. Go into BF2'S Object Server.zip and go to Kits > US. Pull out one of the kit files to the levels abuse folder and we can start to edit. (I pulled out the Anti Tank file.)

Now then. Look for a string of text that says...


Code:

ObjectTemplate.create Kit US_AT
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.kitType AT
ObjectTemplate.aiTemplate AT
ObjectTemplate.geometry US_Kits
ObjectTemplate.geometry.kit 3
ObjectTemplate.geometry.dropGeom 13
ObjectTemplate.networkableInfo KitInfo
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.unlockIndex 0
ObjectTemplate.cullRadiusScale 2.4
Rename the Bit that says “US_AT” to whatever you want, like “Leet_Dude” or whatever. So it looks like this.

Code:

ObjectTemplate.create Kit Leet_Dude
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.kitType AT
ObjectTemplate.aiTemplate AT
ObjectTemplate.geometry US_Kits
ObjectTemplate.geometry.kit 3
ObjectTemplate.geometry.dropGeom 13
ObjectTemplate.networkableInfo KitInfo
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.unlockIndex 0
ObjectTemplate.cullRadiusScale 2.4
then save the file and rename it “Leet_Dude”. Now open it up again and lets continue to edit.

If you look down the page there is a line that says...


Code:

rem -------------------------------------
ObjectTemplate.addTemplate USATP_Predator
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate kni_knife
ObjectTemplate.addTemplate UnlockUSAT
ObjectTemplate.addTemplate UnlockUSAT2
ObjectTemplate.addTemplate USRIF_MP5_A3
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------
As you can guess, we are going to change this.
Now, I cant choose for you, this is just an example, but lets say that you feel the Anti Tank guys mp5 is a little...outdated, you feel it needs...I dunno, some kind of upgrade right? Well have no fear, we are going to do exactly that my friend. Lets give that Bitch a brand new MP5 used by European Special Forces. Change that bit that says “USRIF_MP5_A3” to “eurif_HK53A3” so it looks like this...


Code:

rem -------------------------------------
ObjectTemplate.addTemplate USATP_Predator
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate kni_knife
ObjectTemplate.addTemplate UnlockUSAT
ObjectTemplate.addTemplate UnlockUSAT2
ObjectTemplate.addTemplate eurif_HK53A3
ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------
This will change the American guys Anti Tank kit so the MP5 is swapped for the European one. (By the way you can swap the pistol and knife for other weapons too if you wanted, but I will leave that to you. Now then, you are probably wondering how to get this brand spanking new awesome kit into game right? Your dying to try this baby out! Well pay attention.

We are going to make a new mod, yes I know its anoying and most of you already have one, but for those who dont, this is what you do.

Right click on your “xpack” mod folder and select “copy” then paste it into the folder you in right now, which is the mods folder. Then when it has finished copying, rename it “My_Mod” or whatever. Yup we are done with this bit...moving swiftly on...

Go into your new mods level folder and select the map you want to use the custom kit/s on and in that level folder quickly make a new folder called “Objects” and within that folder make another folder called “kits” then paste over your custom kit you made into that folder. Now then, come back to the level folder and drag your “Objects” folder into both server and Client.zips. Sorry your not done quite yet, now drag out the init.con file from the server.zip somewhere and start to edit it with notepad. In the init.con there is a line of text that says... (This is not always the same, this is just what Daqing Oilfields has in its init.con file, yes I copied over the BF2 vanilla map into my custom mods level folder but you should get the general idea of where to paste the following text...)


Code:

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\Daqing_oilfields\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
Now under that you need to paste...

Code:

run Objects\Kits\Leet_Dude.con
Or whatever you named your custom kit. So it looks like...

Code:

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\Daqing_oilfields\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run Objects\Kits\Leet_Dude.con
Now that is done, save the init file to the desktop and drag it back into your server.zip. Thats that bit out of the way, but still more to do. Now open the init.con file again and look for a kit you want to change. I changed the US anti tank kit with my custom kit. Do that by changing..

Code:

gameLogic.setKit 1 6 "CH_AT" "ch_heavy_soldier"
gameLogic.setKit 2 6 "US_AT" "us_heavy_soldier"
to

Code:

gameLogic.setKit 1 6 "CH_AT" "ch_heavy_soldier"
gameLogic.setKit 2 6 "Leet_Dude" "us_heavy_soldier"
Now save the init.con again, and again drag it back into the server.zip. If all goes well, when you load Daqing and play as the US anti tank dude, you should have a brand new mp5. Damn that took ages to write, I seriously fucking hope I didn't miss anything... Nah I think it's fine. If you have problems I probably wont help with this one, because I dont know if I did it right myself lol.

https://img45.imageshack.us/img45/8708/screen2145ai.th.png
Talon
Stop reading this and look at my post
+341|6970
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

Last edited by Talon (2006-06-11 08:00:49)

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

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.

https://img474.imageshack.us/img474/9813/screen5675nb.png
Talon
Stop reading this and look at my post
+341|6970
Great work. And the binos?
Mj.Blindfisch
Bulletdrop-Buddha
+338|6906|Germany

Citizen One wrote:

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.
Just give it the sound of something else,you just need to point to another soundfile in the .con-file of the rifle.

btw,it is also possible to modify SF-levels now that there's a seperate mod folder?
Citizen One
한국 공주
+338|6858|South Korea.

Mj.Blindfisch wrote:

Just give it the sound of something else,you just need to point to another soundfile in the .con-file of the rifle.

btw,it is also possible to modify SF-levels now that there's a seperate mod folder?
I will, and yes it is.
l41e
Member
+677|6858

In the line after

Code:

ObjectTemplate.activeSafe Sound S_ussni_m82a1_Fire1P
ObjectTemplate.modifiedByUser psh
in the M82A1 Tweak file, put:

Code:

ObjectTemplate.soundFilename "objects/weapons/handheld/ussni_m95_barret/sounds/barrett_1p_fire.wav"
As far as I can tell that's how to put the M95 sound in.

Last edited by k30dxedle (2006-06-11 11:44:01)

Talon
Stop reading this and look at my post
+341|6970
M95? Thats boring. Put the silenced pistol sound in.
Superior Mind
(not macbeth)
+1,755|6902
I have been working on a little mod. Now whenever I open a map it CTDs. It is so frustrating. I edited the kit equipment for the armies and if doesn't work. I am just gonna give up, becasue it is rediculous already.
l41e
Member
+677|6858

Talon wrote:

M95? Thats boring. Put the silenced pistol sound in.
Click HEADSHOOOOOOOT
Citizen One
한국 공주
+338|6858|South Korea.

k30dxedle wrote:

Stuff.
That is pretty awesome, but there is still no sounds while reloading and stuff, any ideas?

Last edited by Citizen One (2006-06-11 12:25:25)

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

Citizen One wrote:

k30dxedle wrote:

Stuff.
That is pretty awesome, but there is still no sounds while reloading and stuff, any ideas?
So you got a firing sound?Nice...
There are other soundfiles for cocking the rifle(I said cock,LOL!) or for reloading,check the other weapon .con-files for "inspiration".
l41e
Member
+677|6858

Found the reload and bolt sound files.

After:

Code:

ObjectTemplate.activeSafe Sound S_ussni_m82a1_Reload1P
ObjectTemplate.modifiedByUser psh
Put:

Code:

ObjectTemplate.soundFilename "objects/weapons/handheld/ussni_m95_barret/sounds/barrett_1p_reload.wav"
That's the M95 reload sound, but I don't know if it'll fit with the M82A1 reload animation.

Oh, and change this:

Code:

ObjectTemplate.fire.onlyFireWhenProne 1
to this:

Code:

ObjectTemplate.fire.onlyFireWhenProne 0
I don't think you'll need a bolt sound, as the M82A1 is semi-auto...

Last edited by k30dxedle (2006-06-11 12:57:43)

Citizen One
한국 공주
+338|6858|South Korea.
Oh save it, just replace the tweak file with this.

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 450
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.reloadTime 3
rem ---EndComp ---
rem ---BeginComp:SoldierBasedRecoilComp ---
ObjectTemplate.createComponent SoldierBasedRecoilComp
ObjectTemplate.recoil.hasRecoilForce 1
ObjectTemplate.recoil.goBackOnRecoil 0
ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/0.55/0.65/0
ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-0.35/0.35/0
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.setFireDev 3.5 2 0.1
ObjectTemplate.deviation.minDev 0.1
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 0.8
ObjectTemplate.zoom.zoomOutAfterFire 1
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 75
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/ussni_m95_barret/sounds/barrett_1p_reload.wav,objects/weapons/handheld/ussni_m95_barret/sounds/barrett_shift_1p.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/ussni_m95_barret/sounds/barrett_1p_reload.wav,objects/weapons/handheld/ussni_m95_barret/sounds/barrett_shift_1p.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/ussni_m95_barret/sounds/barrett_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/ussni_m95_barret/sounds/barrett_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
l41e
Member
+677|6858

Hmm, looks like I managed to not copy & paste the last part of those bolt/reload strings. Silly me. Oh well...+1 for you.
Hacial
404 - Not Found
+107|6829

Superior Mind wrote:

I have been working on a little mod. Now whenever I open a map it CTDs. It is so frustrating. I edited the kit equipment for the armies and if doesn't work. I am just gonna give up, becasue it is rediculous already.
Happens to me too.

Edit:

Can someone look what I have made wrong? My mod worked before I tried to do custom kit. Here's my init file what is in server.zip:

Code:

gameLogic.setTeamName 1 "CH"
gameLogic.setTeamName 2 "SAS"

gameLogic.setTeamLanguage 1 "SAS"
gameLogic.setTeamLanguage 2 "Spetsnaz"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_ch"
gameLogic.setTeamFlag 2 "flag_uk"

gameLogic.setKit 1 0 "CH_Specops" "ch_light_soldier"
gameLogic.setKit 2 0 "SAS_Specops" "SAS_soldier"

gameLogic.setKit 1 1 "CH_Sniper" "ch_light_soldier"
gameLogic.setKit 2 1 "SAS_Sniper" "SAS_soldier"

gameLogic.setKit 1 2 "CH_Assault" "ch_heavy_soldier"
gameLogic.setKit 2 2 "SAS_Assault" "SAS_heavy_soldier"

gameLogic.setKit 1 3 "CH_Support" "ch_heavy_soldier"
gameLogic.setKit 2 3 "SAS_Support" "SAS_heavy_soldier"

gameLogic.setKit 1 4 "CH_Engineer" "ch_light_soldier"
gameLogic.setKit 2 4 "SAS_Engineer" "SAS_heavy_soldier"

gameLogic.setKit 1 5 "CH_Medic" "ch_light_soldier"
gameLogic.setKit 2 5 "Special_Powers" "SAS_soldier"

gameLogic.setKit 1 6 "CH_AT" "ch_heavy_soldier"
gameLogic.setKit 2 6 "SAS_AT" "SAS_heavy_soldier"
And my custom kit, Special_Powers.con what is in server.zip\Objects\kits and client.zip\Objects\kits:

Code:

ObjectTemplate.create Kit Special_Powers
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.kitType Medic
ObjectTemplate.geometry sas_kits
ObjectTemplate.aiTemplate Medic
ObjectTemplate.geometry.kit 1
ObjectTemplate.geometry.dropGeom 11
ObjectTemplate.networkableInfo KitInfo
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.abilityRestoreRate 0.05
ObjectTemplate.abilityInVehicleRadius 7
ObjectTemplate.abilityInVehicleStrength 0.25
ObjectTemplate.abilityInVehicleMaterial 73
ObjectTemplate.unlockIndex 3
ObjectTemplate.cullRadiusScale 2.4
ObjectTemplate.addTemplate sas_mask
ObjectTemplate.addTemplate sas_nvg

rem -------------------------------------
ObjectTemplate.addTemplate c4_explosives
ObjectTemplate.addTemplate USHGR_M67
ObjectTemplate.addTemplate medikit
ObjectTemplate.addTemplate ammokit
ObjectTemplate.addTemplate sasrif_fn2000
ObjectTemplate.addTemplate insgr_rpg
ObjectTemplate.addTemplate nsrif_grapplinghook
ObjectTemplate.addTemplate ParachuteLauncher
ObjectTemplate.addTemplate nsrif_crossbow
ObjectTemplate.addTemplate USRIF_M24
rem -------------------------------------

ObjectTemplate.createComponent Ability
ObjectTemplate.ability.hasHealingAbility 1

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair
ObjectTemplate.abilityHud.ammoSound S_Resupply

ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName             "HUD_TEXT_MENU_SPAWN_KIT_MEDIC"
ObjectTemplate.vehicleHud.miniMapIcon            "Ingame\Kits\Icons\kit_Medic_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon            "Ingame\Kits\Icons\kit_Medic.tga"
ObjectTemplate.vehicleHud.spottedIcon             "Ingame\Player\Icons\Minimap\mini_Soldier.dds"
ObjectTemplate.vehicleHud.pantingSound            S_SprintBreath
ObjectTemplate.vehicleHud.injurySound            S_Injury
ObjectTemplate.sprintStaminaDissipationFactor 0.2
ObjectTemplate.vehicleHud.vehicleType        7

rem ---BeginComp:HelpHud ---
ObjectTemplate.createComponent HelpHud
ObjectTemplate.HelpHud.helpStringKey "HUD_HELP_KIT_MEDIC_inVehicle"
ObjectTemplate.HelpHud.helpSoundKey "HUD_HELP_KIT_MEDIC_inVehicle"
rem ---EndComp ---

rem ---BeginComp:Radio ---
ObjectTemplate.createComponent Radio
ObjectTemplate.Radio.spottedMessage    "infantry_spotted"
rem ---EndComp ---

ObjectTemplate.create ItemContainer UnlockSASMedic
ObjectTemplate.addTemplate usrif_sa80
ObjectTemplate.unlockLevel 1
I have Special_Powers.con also in Objects_server.zip\kits\sas

Last edited by Hacial (2006-06-12 06:08:17)

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

Hacial wrote:

Superior Mind wrote:

I have been working on a little mod. Now whenever I open a map it CTDs. It is so frustrating. I edited the kit equipment for the armies and if doesn't work. I am just gonna give up, becasue it is rediculous already.
Happens to me too.

1: You are maxed out at 9 Objects.
2: Unwanted spaces and paragraphs in the init.con will make it crash to desktop.
3: Dont forget to write in the run text string into the init.con
4: The Objects folder with the custom kit you made has to be put into both Client and Server.zips
5: How do you expect me to help you if you dont explain what you did.
Hacial
404 - Not Found
+107|6829
1: You are maxed out at 9 Objects.
Removed parachute launcher so now there's 9.
3: Dont forget to write in the run text string into the init.con
Check.
4: The Objects folder with the custom kit you made has to be put into both Client and Server.zips
Check.
5: How do you expect me to help you if you dont explain what you did.
Now I added more information about my problem...
Citizen One
한국 공주
+338|6858|South Korea.

Hacial wrote:

Removed parachute launcher so now there's 9.
Cant remove that.

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