Wouldn't it be possible to edit the ObjectTemplate.Ability.radarRadius line to make a big UAV that covers most of the map?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...Now under that paste in the following text string.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 ---So it looks like this.Code:
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!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 ---
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Yup,I've edited a lot of files in my BF1942 time,anything is possible with the variables.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?
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)
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.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?
Should definitely possible then to put it into any other gun or vehicle.
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.
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:
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.)
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){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.)
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
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.
yes, xpack is SF. By UAV in a vehicle, you mean like the scout helos that are supposed to be in AF?$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
"people in ny have a general idea of how to drive. one of the pedals goes forward the other one prevents you from dying"
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.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.
Kinda sucks that the ranking system and the stats make people hesitant about playing mods,which are often much better than the original.
its called Slaughter, and it's located here: http://totalbf2.filecloud.com/files/fil … e_id=84661Mj.Blindfisch wrote:
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.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?
Should definitely possible then to put it into any other gun or vehicle.
"people in ny have a general idea of how to drive. one of the pedals goes forward the other one prevents you from dying"
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.haffeysucks wrote:
By UAV in a vehicle, you mean like the scout helos that are supposed to be in AF?
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.
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.k30dxedle wrote:
Well...hmm. You'd definitely need to increase the "lock" range on the AA to do that...
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.
OK so far I've put this in the Static object file:
And in the GamePlayObjects (16 player conquest) I've put:
in the place of:
so it looks like:
I'm just wondering if you have any other ideas...
Code:
run /objects/vehicles/xpak2_vehicles/air_a10/air_a10.con
Code:
air_a10
Code:
USAIR_F15
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
This won't work unless you have AF installed,you are aware of that?{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
Yes I do have AF installed...Mj.Blindfisch wrote:
This won't work unless you have AF installed,you are aware of that?{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
Then it should work. As long as you put the AF objects in your custom mod folders objetcs client and server zip etc.
Put it on a download site. Share the fun.
LOL, nice one. Some recognition in your sig please >
No prob...Citizen One wrote:
LOL, nice one. Some recognition in your sig please >
Ok thanks:) How did you make Toxic Water? Is that from some mod?
No, you just go into the water file of the map.
It looks like this for Op CleanSweep:
And you just edit the numbers of water color. The format is red/green/blue.
For toxic water I have:
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
For toxic water I have:
Code:
renderer.waterColor 0.066667/0.982353/0.109804
This is way cool.{M5}Sniper3 wrote:
For toxic water I have:Code:
renderer.waterColor 0.066667/0.982353/0.109804
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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