Sudo
Member
+0|6781
why is mine not working? i was trying to get SEALs v SAS, and here's the code. could someone fiz it for me plz?

Code:

gameLogic.setTeamName 1 "SEAL"
gameLogic.setTeamName 2 "SAS"

gameLogic.setTeamLanguage 1 "English"
gameLogic.setTeamLanguage 2 "English"

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

gameLogic.setKit 1 0 "SEAL_Specops" "SEAL_soldier"
gameLogic.setKit 2 0 "SAS_Specops" "SAS_soldier"

gameLogic.setKit 1 1 "SEAL_Sniper" "SEAL_soldier"
gameLogic.setKit 2 1 "US_Sniper" "SAS_soldier"

gameLogic.setKit 1 2 "SEAL_Assault" "SEAL_heavy_soldier"
gameLogic.setKit 2 2 "SAS_Assault" "SAS_heavy_soldier"

gameLogic.setKit 1 3 "SEAL_Support" "SEAL_heavy_soldier"
gameLogic.setKit 2 3 "SAS_Support" "SAS_heavy_soldier"

gameLogic.setKit 1 4 "SEAL_Engineer" "SEAL_light_soldier"
gameLogic.setKit 2 4 "SAS_Engineer" "SAS_light_soldier"

gameLogic.setKit 1 5 "SEAL_Medic" "SEAL_light_soldier"
gameLogic.setKit 2 5 "SAS_Medic" "SAS_light_soldier"

gameLogic.setKit 1 6 "SEAL_AT" "SEAL_heavy_soldier"
gameLogic.setKit 2 6 "SAS_AT" "SAS_heavy_soldier"
l41e
Member
+677|6858

I think that your Sniper and Spec Ops should say "SEAL/SAS_light_soldier" instead of "SEAL/SAS_soldier".
Superior Mind
(not macbeth)
+1,755|6902
no, it's ur language text. One should be english and the other should say UK or sumthing. Check waht it says on another SAS map.
l41e
Member
+677|6858

I stand corrected...so SAS language is the "starlight" one?
Superior Mind
(not macbeth)
+1,755|6902
yeah, but check to see what the languages are actualy called by looking at the files for another SAS map.
Sudo
Member
+0|6781
ah. it turns out that you want no light in there, just SAS_soldier and SAS_heavy_soldier. and i'm fixing the language.
Citizen One
한국 공주
+338|6858|South Korea.

Code:

gameLogic.setTeamName 1 "SEAL"
gameLogic.setTeamName 2 "SAS"

gameLogic.setTeamLanguage 1 "English"
gameLogic.setTeamLanguage 2 "SAS"

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

gameLogic.setKit 1 0 "seal_Specops" "seal_soldier"
gameLogic.setKit 2 0 "SAS_Specops" "SAS_soldier"

gameLogic.setKit 1 1 "seal_Sniper" "seal_soldier"
gameLogic.setKit 2 1 "SAS_Sniper" "SAS_soldier"

gameLogic.setKit 1 2 "seal_Assault" "seal_heavy_soldier"
gameLogic.setKit 2 2 "SAS_Assault" "SAS_heavy_soldier"

gameLogic.setKit 1 3 "seal_Support" "seal_heavy_soldier"
gameLogic.setKit 2 3 "SAS_Support" "SAS_heavy_soldier"

gameLogic.setKit 1 4 "seal_Engineer" "seal_heavy_soldier"
gameLogic.setKit 2 4 "SAS_Engineer" "SAS_heavy_soldier"

gameLogic.setKit 1 5 "seal_Medic" "seal_soldier"
gameLogic.setKit 2 5 "SAS_Medic" "SAS_soldier"

gameLogic.setKit 1 6 "seal_AT" "seal_heavy_soldier"
gameLogic.setKit 2 6 "SAS_AT" "SAS_heavy_soldier"
yeah It works
Sudo
Member
+0|6781
nope, tried C1s code and it CTD as soon as i try to load it in single player.
Sifright
Member
+1|6961
Ok i've been trying to add jets into karkand for a while and i still can't get the J10 to drop all that happens is i crash to desktop i've been able to get tank drops and apc drops but no dice on the jets i've changed the static object.con to have the run text string using the wake island string for the Air_j10 and no luck

Code:

run /objects/vehicles/air/air_j10/air_j10.con
I've also modifed the init.com to drop the j10s

Code:

gameLogic.setTeamDropVehicle 1 "air_j10"
gameLogic.setTeamDropVehicle 2 "air_j10"
Any idea where i'm I am going wrong?
Sudo
Member
+0|6781
w00t. got it to work. next step, attack choppers.
l41e
Member
+677|6858

If you want to drop a vehicle, that vehicle has to already be there. So if you want to drop J-10s in Karkand, you have to put J-10s in first.
Sudo
Member
+0|6781
can i get some help putting the Ah1z in karkand? i tried replacing the files, but no worky. would it be possible to get the code and a file path to put it in? thanks in advance.
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas
Has anyone been able to put the med bag and ammo bag into the same kit without the game CTD when you throw a bag?

EDIT-

Sudo wrote:

can i get some help putting the Ah1z in karkand? i tried replacing the files, but no worky. would it be possible to get the code and a file path to put it in? thanks in advance.
In the Karkand server zip folder open up the StaticObjects file and add this line:

Code:

run /objects/vehicles/air/ahe_ah1z/ahe_ah1z.con
Then (If you want to do this in single player.), find the gamemodes/sp1/16/GamePlayObjects file, open it up, and find this block of code:

Code:

rem [ObjectSpawnerTemplate: CPNAME_SK_SP16_gasstation_HeavyTank]
ObjectTemplate.create ObjectSpawner CPNAME_SK_SP16_gasstation_HeavyTank
ObjectTemplate.activeSafe ObjectSpawner CPNAME_SK_SP16_gasstation_HeavyTank
ObjectTemplate.modifiedByUser dgo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 RUTNK_T90
ObjectTemplate.setObjectTemplate 2 USTNK_M1A2
ObjectTemplate.minSpawnDelay 20
ObjectTemplate.maxSpawnDelay 50
(This is the spawn point for the M1A2.)
Replace it with this code:

Code:

rem [ObjectSpawnerTemplate: CPNAME_SK_SP16_gasstation_HeavyTank]
ObjectTemplate.create ObjectSpawner CPNAME_SK_SP16_gasstation_HeavyTank
ObjectTemplate.activeSafe ObjectSpawner CPNAME_SK_SP16_gasstation_HeavyTank
ObjectTemplate.modifiedByUser dgo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 RUTNK_T90
ObjectTemplate.setObjectTemplate 2 AHE_AH1Z
ObjectTemplate.minSpawnDelay 20
ObjectTemplate.maxSpawnDelay 50
This will replace the M1A2 with the AH1Z on Karkand.

https://img507.imageshack.us/img507/5307/screen0428sc.th.jpg

Last edited by {M5}Sniper3 (2006-06-14 10:12:24)

Sifright
Member
+1|6961
K30 i have put the J10 in a spawn point but when i enter the map nothing spawns there and the game ctd's when i attempt to drop it

Code:

rem [ObjectSpawnerTemplate: CPNAME_SK_64_gasstation_HeavyJeep_0]
ObjectTemplate.create ObjectSpawner CPNAME_SK_64_gasstation_HeavyJeep_0
ObjectTemplate.activeSafe ObjectSpawner CPNAME_SK_64_gasstation_HeavyJeep_0
ObjectTemplate.modifiedByUser jlu
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 AIR_J10
ObjectTemplate.maxNrOfObjectSpawned 10
Hellshark1
Member
+2|6941|South Africa
Hello kids

Ok, here's a tut to explain how to insert your own vehicle spawn points.

I'm gonna show u how to add an apc to Tvstation on sharqi.

Ok firstly go open the level u want to edit and go to the Static objects file.
Add the name of the vehicle

Code:

run /objects/vehicles/land/usapc_lav25/usapc_lav25.con
to

Code:

if v_arg1 == BF2Editor
console.allowMultipleFileLoad 0
run /objects/staticobjects/_middle-east/city/city_architecture/tv_house/tv_house.con
run /objects/staticobjects/_middle-east/city/city_architecture/tv_house/tv_house.tweak
run /objects/staticobjects/industry/ind_buildings/gatehouse/gatehouse.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_low_01/house_low_01.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_detached_03/house_detached_03.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_medium_05/house_medium_05.con
run /objects/staticobjects/common/com_objects/ladder_20m/ladder_20m.con
run /objects/staticobjects/common/com_objects/ladder_4m/ladder_4m.con
run /objects/staticobjects/common/com_objects/ladder_2m/ladder_2m.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_medium_03/house_medium_03.con
run /objects/staticobjects/common/com_objects/ladder_10m/ladder_10m.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_low_02/house_low_02.con
run /objects/staticobjects/common/com_objects/ladder_7m/ladder_7m.con
run /objects/vegitation/middle-east/olive/me_olivebig01.con
run /objects/vegitation/middle-east/olive/me_olivebig01_lod.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_medium_01/house_medium_01.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_medium_04/house_medium_04.con
run /objects/staticobjects/_middle-east/city/city_architecture/hotel/hotel.con
run /objects/staticobjects/common/com_objects/ladder_40m/ladder_40m.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_detached_02/house_detached_02.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_low_01_v2/house_low_01_v2.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_detached_01/house_detached_01.con
run /objects/staticobjects/common/com_objects/fences/fence_corrugated_3x12m/fence_corrugated_3x12m.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_low_02_v2/house_low_02_v2.con
run /objects/staticobjects/_middle-east/city/city_architecture/sidewalk_3/sidewalk_3.con
run /objects/staticobjects/_middle-east/city/city_architecture/sidewalk_1/sidewalk_1.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_invert_corner_10m/stnwalls_invert_corner_10m.con
run /objects/vegitation/middle-east/palmtree/me_palmtree01.con
run /objects/vegitation/middle-east/palmtree/me_palmtree01_lod.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_high_04/house_high_04.con
run /objects/staticobjects/common/com_objects/fences/fence_corrugated_pole_3m/fence_corrugated_pole_3m.con
run /objects/staticobjects/common/com_objects/wirefence_12m/wirefence_12m.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_sloope_30m/stnwalls_sloope_30m.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_corner_10m/stnwalls_corner_10m.con
run /objects/staticobjects/military/objects/mi_antenna/mi_antenna.con
run /objects/staticobjects/common/com_objects/wirefence_l2/wirefence_l2.con
run /objects/staticobjects/common/com_objects/wirefence_end/wirefence_end.con
run /objects/staticobjects/_middle-east/city/city_architecture/sidewalk_2/sidewalk_2.con
run /objects/staticobjects/common/com_objects/stonefence_20m/stonefence_20m.con
run /objects/staticobjects/common/com_objects/stonefence_slope_5m/stonefence_slope_5m.con
run /objects/staticobjects/_middle-east/city/city_objects/outdoor_pool/outdoor_pool.con
run /objects/staticobjects/_middle-east/city/city_objects/pool_ladder/pool_ladder.con
run /objects/staticobjects/industry/uniqueobjects/docks/dock_90degouter/dock90degouter.con
run /objects/staticobjects/industry/uniqueobjects/docks/dock_90deginner/dock90deginner.con
run /objects/staticobjects/industry/uniqueobjects/docks/dock_straight_10m/dock_straight_10m.con
run /objects/staticobjects/industry/uniqueobjects/docks/dock_straight_30m/dock_straight_30m.con
run /objects/staticobjects/_middle-east/city/city_objects/outdoor_pool_small/outdoor_pool_small.con
run /objects/staticobjects/common/com_objects/brickwall/brickwall.con
run /objects/staticobjects/_middle-east/city/village_objects/pier/pier.con
run /objects/staticobjects/common/com_objects/brick_pillar/brick_pillar.con
run /objects/staticobjects/common/com_objects/lamp_post/lamp_post.con
run /objects/staticobjects/common/com_objects/rock5m/rock5m.con
run /objects/staticobjects/common/com_objects/brickwall_broken/brickwall_broken.con
run /objects/staticobjects/common/roads/refug/refug.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_innersloope_30m_invert/stnwalls_innersloope_30m_invert.con
run /objects/staticobjects/common/com_objects/lamppost_highway_02/lamppost_highway_02.con
run /objects/staticobjects/common/com_objects/lamppost_highway_01/lamppost_highway_01.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_sloope_30m_invert/stnwalls_sloope_30m_invert.con
run /objects/staticobjects/common/roads/refug_3/refug_3.con
run /objects/staticobjects/common/roads/refug_2/refug_2.con
run /objects/staticobjects/common/roads/steelrailing/steelrailing.con
run /objects/staticobjects/common/com_objects/wirefence_24m/wirefence_24m.con
run /objects/staticobjects/common/com_objects/antennamast/antennamast.con
run /objects/staticobjects/common/com_objects/wirefence_l/wirefence_l.con
run /objects/staticobjects/common/com_objects/rock10m/rock10m.con
run /objects/staticobjects/common/com_objects/rockpile_1/rockpile_1.con
run /objects/staticobjects/military/objects/sandbags/mi_sandbags_corner_2m/mi_sandbags_corner_2m.con
run /objects/staticobjects/common/destroyableobjects/barrel/barrel_yellow/barrel_yellow.con
run /objects/effects/impacts/destruction/e_barrelyello_exp1/e_barrelyello_exp1.con
run /objects/staticobjects/military/objects/sandbags/mi_sandbags_end/mi_sandbags_end.con
run /objects/staticobjects/military/objects/sandbags/mi_sandbags_4m/mi_sandbags_4m.con
run /objects/staticobjects/common/com_objects/crates/woodencrate_4m/woodencrate_4m.con
run /objects/staticobjects/military/objects/sandbags/mi_sandbags_circle_half/mi_sandbags_circle_half.con
run /objects/staticobjects/common/com_objects/crates/woodencrate_3m/woodencrate_3m.con
run /objects/staticobjects/common/com_objects/palletstack/palletstack.con
run /objects/staticobjects/common/com_objects/marketstand_2/marketstand_2.con
run /objects/staticobjects/common/com_objects/marketstand_1/marketstand_1.con
run /objects/staticobjects/common/com_objects/lrg_stonebridge/lrg_stonebridge.con
run /objects/effects/impacts/destruction/bridges/e_destruction_stonebridge.con
run /objects/effects/damagestates/e_dstate_bridge_d1.con
run /objects/effects/damagestates/e_dstate_bridge_d2.con
run /objects/staticobjects/common/com_objects/lrg_stonebridge_head/lrg_stonebridge_head.con
run /objects/staticobjects/common/destroyableobjects/cart_dest/cart_dest.con
run /objects/effects/impacts/destruction/e_destruction_cart_dest.con
run /objects/staticobjects/_middle-east/city/city_architecture/roundabout/roundabout.con
run /objects/staticobjects/common/com_objects/parkbench/parkbench.con
run /objects/staticobjects/common/com_objects/bus_stop/bus_stop.con
run /objects/staticobjects/common/com_objects/trash_dumdpster/trash_dumpster.con
run /objects/staticobjects/common/destroyableobjects/trestle01_dest/trestle01_dest.con
run /objects/effects/impacts/destruction/e_destruction_trestle01.con
run /objects/vehicles/civilian/civiliancar2wreck/civiliancar2wreck.con
run /objects/staticobjects/common/destroyableobjects/fence_corrugated_3x12m_broken/fence_corrugated_3x12m_broken.con
run /objects/staticobjects/common/com_objects/lrg_trash_dumpster/lrg_trash_dumpster.con
run /objects/vegitation/middle-east/shortpalm/me_shortpalm01.con
run /objects/vegitation/middle-east/shortpalm/me_shortpalm01_lod.con
run /objects/staticobjects/common/destroyableobjects/woodencrate_destructible/woodencrate_destructible.con
run /objects/effects/impacts/destruction/e_destruction_woodencrate1m.con
run /objects/effects/impacts/destruction/e_woodsplinters_s.con
run /objects/effects/impacts/destruction/e_crateobjects_teddy.con
run /objects/staticobjects/common/roads/refug_border_5m/refug_border_5m.con
run /objects/vegitation/middle-east/olive/me_olivebig02.con
run /objects/vegitation/middle-east/olive/me_olivebig02_lod.con
run /objects/staticobjects/common/roads/refug_border_end/refug_border_end.con
run /objects/vegitation/middle-east/palmtree/me_palmtree02.con
run /objects/vegitation/middle-east/palmtree/me_palmtree02_lod.con
run /objects/staticobjects/common/com_objects/parkbench2/parkbench2.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_10m_stairs/stnwalls_10m_stairs.con
run /objects/staticobjects/industry/ind_buildings/constructhouse_01_v2/constructhouse_01_v2.con
run /objects/staticobjects/common/com_objects/crates/woodencrate_group3/woodencrate_group3.con
run /objects/staticobjects/common/com_objects/crates/woodencrate_group2/woodencrate_group2.con
run /objects/staticobjects/common/com_objects/wirefence_24m_hole/wirefence_24m_hole.con
run /objects/vegitation/middle-east/olive/me_olive03.con
run /objects/vegitation/middle-east/olive/me_olive03_lod.con
run /objects/staticobjects/common/com_objects/rockpile_small/rockpile_small.con
run /objects/staticobjects/industry/uniqueobjects/docks/dock_ramp/dock_ramp.con
run /objects/staticobjects/common/com_objects/crates/woodencrate_group4/woodencrate_group4.con
run /objects/staticobjects/common/com_objects/gate_boom_hold/gate_boom_hold.con
run /objects/staticobjects/industry/destroyableobjects/train_rail_bar_dest/train_rail_bar_des.con
run /objects/effects/impacts/destruction/e_destruction_trainbar.con
run /objects/staticobjects/common/com_objects/concretebarrier/concretebarrier.con
run /objects/staticobjects/common/com_objects/phonebooth/phonebooth.con
run /objects/staticobjects/common/com_objects/cables/cable40m/cable40m.con
run /objects/staticobjects/common/com_objects/cables/cable16m/cable16m.con
run /objects/staticobjects/common/com_objects/cables/cable24m/cable24m.con
run /objects/staticobjects/common/com_objects/cables/cable30m/cable30m.con
run /objects/staticobjects/common/com_objects/cables/cable20m/cable20m.con
run /objects/staticobjects/industry/ind_objects/powerline/powerline.con
run /objects/staticobjects/common/com_objects/cables/cable100m_powerline_30right/cable100m_powerline_30right.con
run /objects/staticobjects/common/com_objects/cables/cable100m_powerline/cable100m_powerline.con
run /objects/staticobjects/common/com_objects/cables/cable100m_powerline_end/cable100m_powerline_end.con
run /objects/staticobjects/common/roads/refug_border_20m/refug_border_20m.con
run /objects/vegitation/middle-east/highleafbush/me_highleafbush01.con
run /objects/vegitation/middle-east/highleafbush/me_highleafbush01_lod.con
run /objects/staticobjects/military/objects/sandbags/mi_sandbags_corner_4m/mi_sandbags_corner_4m.con
run /objects/roads/statics/r_intersection_45degree/r_intersection_45degree.con
run /objects/roads/statics/l_intersection_45degree/l_intersection_45degree.con
run /objects/staticobjects/military/buildings/mi_sandbags_shelter/mi_sandbags_shelter.con
run /objects/staticobjects/common/com_objects/wirefence_6m/wirefence_6m.con
run /objects/staticobjects/common/com_objects/ladder_5m/ladder_5m.con
run /objects/roads/statics/t_intersection/t_intersection.con
run /objects/vegitation/middle-east/palmtree/me_palmtree03.con
run /objects/vegitation/middle-east/palmtree/me_palmtree03_lod.con
run /objects/vegitation/middle-east/olive/me_olive05.con
run /objects/vegitation/middle-east/olive/me_olive05_lod.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_high_01/house_high_01.con
run /objects/staticobjects/common/com_objects/ladder_6_3m/ladder_6_3m.con
run /objects/staticobjects/common/com_objects/ladder_10m_noholders/ladder_10m_noholders.con
run /objects/staticobjects/_middle-east/city/city_architecture/sidewalk_4/sidewalk_4.con
run /objects/vegitation/middle-east/olive/me_olive04.con
run /objects/vegitation/middle-east/olive/me_olive04_lod.con
run /objects/staticobjects/common/roads/steelrailingrightend/steelrailingrightend.con
run /objects/staticobjects/common/roads/steelrailingleftend/steelrailingleftend.con
run /objects/staticobjects/industry/ind_buildings/constructhouse_01/constructhouse_01.con
run /objects/staticobjects/common/com_objects/ladder_construct/ladder_construct.con
run /objects/staticobjects/common/com_objects/ladder_3m/ladder_3m.con
run /objects/staticobjects/common/com_objects/wirefence_72m/wirefence_72m.con
run /objects/staticobjects/common/destroyableobjects/woodencrate_destructible_medical/woodencrate_destructible_medical.con
run /objects/effects/impacts/destruction/e_crateobjects_medical.con
run /objects/staticobjects/ambienteffects/static/amdstat_fountain_waterspray.con
run /objects/effects/ambient/staticfx/e_samb_fountain_waterspray.con
run /objects/common/cloth_line/cloth_line.con
run /objects/staticobjects/_middle-east/city/city_objects/pedestrian_railing_end/pedestrian_railing_end.con
run /objects/vegitation/middle-east/vines/me_vines01.con
run /objects/vegitation/middle-east/vines/me_vines01_lod.con
run /objects/staticobjects/common/com_objects/flower_pot/flower_pot.con
run /objects/vegitation/middle-east/tropicalplants/me_tropicalplant03.con
run /objects/vegitation/middle-east/tropicalplants/me_tropicalplant03_lod.con
run /objects/vegitation/middle-east/palmtree/me_palm_cluster01.con
run /objects/vegitation/middle-east/palmtree/me_palm_cluster01_lod.con
run /objects/staticobjects/_middle-east/city/city_objects/wallend/wallend.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_10m/stnwalls_10m.con
run /objects/staticobjects/common/com_objects/crates/woodencrate_group1/woodencrate_group1.con
run /objects/vegitation/middle-east/flowerpot/me_flowerpot01.con
run /objects/vegitation/middle-east/flowerpot/me_flowerpot01_lod.con
run /objects/roads/staticsnoblend/concreteblock_helipad/concreteblock_helipad.con
run /objects/roads/staticsnoblend/concreteblock_helipad/concreteblock_helipad.tweak
run /objects/staticobjects/_middle-east/city/city_objects/wallhigh02/wallhigh02.con
run /objects/staticobjects/_middle-east/city/city_objects/wallhigh01/wallhigh01.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_corner_10m_up/stnwalls_corner_10m_up.con
run /objects/staticobjects/common/com_objects/ladder_20m_noholders/ladder_20m_noholders.con
run /objects/staticobjects/common/com_objects/plant_box/plant_box.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_high_02/house_high_02.con
run /objects/staticobjects/common/com_objects/ladder_7m_rak/ladder_7m_rak.con
run /objects/staticobjects/industry/ind_objects/barrackdbl_01/barrackdbl_01.con
run /objects/staticobjects/common/com_objects/gate_boom/gate_boom.con
run /objects/vegitation/middle-east/tropicalplants/me_tropicalplant01.con
run /objects/vegitation/middle-east/tropicalplants/me_tropicalplant01_lod.con
run /objects/staticobjects/common/destroyableobjects/sign_parking_dest/sign_parking_dest.con
run /objects/effects/impacts/destruction/traffic_signs/e_destruction_sign_parking.con
run /objects/staticobjects/common/destroyableobjects/parkingmeter_dest/parkingmeter_dest.con
run /objects/effects/impacts/destruction/e_destruction_parkingmeter.con
run /objects/dynamicobjects/fence/fence_dest.con
run /objects/effects/impacts/destruction/e_destruction_fence/e_destruction_fence.con
run /objects/staticobjects/common/com_objects/crates/woodencrate_1m/woodencrate_1m.con
run /objects/staticobjects/common/destroyableobjects/trafficlight_dest/trafficlight_dest.con
run /objects/effects/impacts/destruction/e_destruction_trafficlight.con
run /objects/staticobjects/common/destroyableobjects/sign_stop_dest/sign_stop_dest.con
run /objects/effects/impacts/destruction/traffic_signs/e_destruction_sign_stop.con
run /objects/staticobjects/_middle-east/city/city_objects/billboard_dicecream/billboard_dicecream.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_40m/stnwalls_40m.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_50m/stnwalls_50m.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_20m/stnwalls_20m.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_30m/stnwalls_30m.con
run /objects/staticobjects/_middle-east/city/city_objects/pedestrian_railing_24m/pedestrian_railing_24m.con
run /objects/staticobjects/_middle-east/city/city_objects/pedestrian_railing_12m/pedestrian_railing_12m.con
run /objects/staticobjects/common/roads/refug_4/refug_4.con
run /objects/staticobjects/common/com_objects/brickwall_40m/brickwall_40m.con
run /objects/staticobjects/common/com_objects/brickwall_30m/brickwall_30m.con
run /objects/staticobjects/common/com_objects/brickwall_20m/brickwall_20m.con
run /objects/staticobjects/common/com_objects/brickwall_broken_30m/brickwall_broken_30m.con
run /objects/staticobjects/common/com_objects/brickwall_60m/brickwall_60m.con
run /objects/staticobjects/common/com_objects/brickwall_broken_20m/brickwall_broken_20m.con
run /objects/staticobjects/common/com_objects/floodlight/floodlight.con
run /objects/staticobjects/industry/ind_objects/concrete_pillar_beam_large/concrete_pillar_beam_large.con
run /objects/staticobjects/_middle-east/city/city_objects/pedestrian_railing_24m_ends/pedestrian_railing_24m_ends.con
run /objects/staticobjects/military/objects/sandbags/mi_sandbags_quad/mi_sandbags_quad.con
run /objects/staticobjects/common/com_objects/concretebarrier/concretebarrier_3.con
run /objects/staticobjects/_middle-east/city/city_objects/wallhigh01_24m/wallhigh01_24m.con
run /objects/staticobjects/common/destroyableobjects/sign_streetcrossing_dest/sign_streetcrossing_dest.con
run /objects/effects/impacts/destruction/traffic_signs/e_destruction_sign_streetcrossing.con
run /objects/staticobjects/_middle-east/city/city_objects/pedestrian_railing_12m_ends/pedestrian_railing_12m_ends.con
run /objects/staticobjects/common/com_objects/container_open/container_cl_red_trash/container_cl_red_trash.con
run /objects/staticobjects/common/com_objects/container_open/container_cl_green_trash/container_cl_green_trash.con
run /objects/staticobjects/_middle-east/city/city_objects/pedestrian_railing_6m_ends/pedestrian_railing_6m_ends.con
run /objects/staticobjects/_middle-east/city/city_architecture/office_01/office_01.con
run /objects/staticobjects/common/com_objects/rock2m/rock2m.con
run /objects/staticobjects/common/com_objects/com_watertower/com_watertower.con
run /objects/staticobjects/common/com_objects/ladder_20m_platform/ladder_20m_platform.con
run /objects/staticobjects/common/destroyableobjects/sign_noparking_dest/sign_noparking_dest.con
run /objects/effects/impacts/destruction/traffic_signs/e_destruction_sign_noparking.con
run /objects/staticobjects/industry/ind_objects/plankstack_big_version_01/plankstack_big_version_01.con
run /objects/staticobjects/industry/ind_objects/barrackdbl_03/barrackdbl_03.con
run /objects/staticobjects/common/com_objects/stonefence_end_5m/stonefence_end_5m.con
run /objects/staticobjects/industry/ind_objects/constcrane_55m_01/constcrane_55m_01.con
run /objects/staticobjects/industry/ind_objects/common/const_crane_ladder_short.con
run /objects/staticobjects/industry/ind_objects/common/const_crane_ladder_short_02.con
run /objects/staticobjects/industry/ind_objects/common/const_crane_ladder_21m.con
run /objects/staticobjects/industry/ind_objects/common/const_crane_ladder_9m.con
run /objects/staticobjects/industry/ind_objects/common/const_crane_ladder_short_03.con
run /objects/staticobjects/common/destroyableobjects/fueltankwagon/fueltankwagon.con
run /objects/effects/impacts/explosions/e_exp_fuel/e_exp_fuel.con
run /objects/effects/impacts/explosions/vexp/e_vexp_tank/e_vexp_tank_2nd.con
run /objects/staticobjects/industry/ind_objects/plankstack_big_version_03.mb/plankstack_big_version_03.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_30m_up/stnwalls_30m_up.con
run /objects/staticobjects/common/com_objects/concretebarrier/concretebarrier_2.con
run /objects/staticobjects/industry/ind_objects/pipestack_01/pipestack_01.con
run /objects/staticobjects/_middle-east/city/city_architecture/office_03/office_03.con
run /objects/staticobjects/_middle-east/city/city_architecture/office_02/office_02.con
run /objects/staticobjects/_middle-east/city/city_architecture/house_medium_02/house_medium_02.con
run /objects/staticobjects/_middle-east/city/city_objects/stnwalls_40m_up/stnwalls_40m_up.con
run /objects/common/glow/glow2.con
run /objects/common/lightsources/baselight/baselight.con
run /objects/common/glow/glow4.con
run /objects/common/glow/glow3.con
run /objects/common/lightsources/houselight_big/houselight_big.con
run /objects/weapons/stationary/ats_hj8/ats_hj8.con
run /objects/weapons/stationary/ats_tow/ats_tow.con
run /objects/vehicles/land/jep_vodnik/jep_vodnik.con
run /objects/vehicles/land/usjep_hmmwv/usjep_hmmwv.con
run /objects/weapons/stationary/igla_djigit/igla_djigit.con
run /objects/weapons/stationary/usaas_stinger/usaas_stinger.con
run /objects/vehicles/sea/boat_rib/boat_rib.con
run /objects/weapons/stationary/ars_d30/ars_d30.con
run /objects/weapons/stationary/usart_lw155/usart_lw155.con
run /objects/weapons/stationary/ats_hj8/ats_hj8.con
run /objects/weapons/stationary/ats_tow/ats_tow.con
run /objects/staticobjects/military/buildings/aircontroltower_mec/aircontroltower_mec.con
run /objects/staticobjects/military/buildings/mobileradar_mech_dest/mobileradar_mech_dest.con
run /objects/staticobjects/military/buildings/aircontroltower/aircontroltower.con
run /objects/staticobjects/military/buildings/mobileradar_us_dest/mobileradar_us_dest.con
run /objects/vehicles/land/rutnk_t90/rutnk_t90.con
run /objects/vehicles/land/ustnk_m1a2/ustnk_m1a2.con
run /objects/weapons/stationary/mec_bipod/mec_bipod.con
run /objects/weapons/stationary/us_bipod/us_bipod.con
run /objects/vehicles/land/apc_btr90/apc_btr90.con
run /objects/vehicles/land/usapc_lav25/usapc_lav25.con
run /objects/vehicles/air/ahe_havoc/ahe_havoc.con
run /objects/vehicles/air/ahe_ah1z/ahe_ah1z.con
run /objects/vegitation/middle-east/pinebush/me_pinebush01.con
run /objects/vegitation/middle-east/pinebush/me_pinebush01_lod.con
run /objects/vegitation/middle-east/pinebush/me_pinebush02.con
run /objects/vegitation/middle-east/pinebush/me_pinebush02_lod.con
Then go to your gamemodes folder and then sp16 or wherever you would like to insert the vehicle spawn point and open the gameobjects file.

Next add

Code:

rem [ObjectSpawnerTemplate: CPNAME_SP_16_tvstation_ME_US_APC]
ObjectTemplate.create ObjectSpawner CPNAME_SP_16_tvstation_ME_US_APC
ObjectTemplate.activeSafe ObjectSpawner CPNAME_SP_16_tvstation_ME_US_APC
ObjectTemplate.modifiedByUser "Hellshark1"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 APC_BTR90
ObjectTemplate.setObjectTemplate 2 USAPC_LAV25
to the last piece that looks the same just before

Code:

if v_arg1 == host
Then add

Code:

   rem [ObjectSpawner: CPNAME_SP_16_tvstation_ME_US_APC]
   Object.create CPNAME_SP_16_tvstation_ME_US_APC
   Object.absolutePosition -120.491/97.096/-158.711
   Object.rotation -92.012/0.000/0.000
   Object.setControlPointId 801
   Object.layer 1
Just before

Code:

endIf

rem ********** Spawn Points **********
Note that every spawn point has a different ControlpointID even when the size of the map changes the ID doesn't stay the same.

As far as I can tell the Object.absolutePosition 3 seperate numbers are.

1.-120.491
This changes the vehicles position from right to left the higher the number behind the '-' is, when u look on the map from above.

2.97.096
This changes the hight(altitude) the vehicle spawn at. The higher the number, the higher it spawns.

3. -158.71
This changes the vehicles position from top to bottom. the lower the number the  lower it spawns on the map.

The rotation I havent figured out how it works exactly yet.

Hope this helped. Will post how to edit spawn points and new capturable flags etc. in the not to far future

edit: Oops forgot the pic

https://img148.imageshack.us/img148/6559/screen1281ux.png

Last edited by Hellshark1 (2006-06-14 03:29:57)

Citizen One
한국 공주
+338|6858|South Korea.
Thank you to {M5}Sniper3 and Hellshark1, you guys are still trying to help these uber noobs when I am not around, and even showed some stuff I did not know! +1 to you both for helping me.
Scratch[USA]
Member
+105|6757
First post ever.
I made some changes to Daqing single player and wanted to change the helicopters to Apache and the Hind.  If I missed it in my search, point me in the right direction.  Thanks

edit: replace AH1Z and Z10 with Apache and Hind

Last edited by Scratch[USA] (2006-06-14 07:14:13)

Hellshark1
Member
+2|6941|South Africa
Ok how to make new control and spawn points.

Yet again go to the map u would like to add this and go to the gameplayobjects file.

Lets take Sharqi as an example (again )

Look for a piece of text that says

Code:

rem ********** Spawn Points **********
ok now add below this

Code:

rem [SpawnPointTemplate: CPNAME_SP_SP16_test_1]
ObjectTemplate.create SpawnPoint CPNAME_SP_SP16_test_1
ObjectTemplate.activeSafe SpawnPoint CPNAME_SP_SP16_test_1
ObjectTemplate.modifiedByUser Hellshark1
ObjectTemplate.isNotSaveable 1
ObjectTemplate.setSpawnPositionOffset 0/1.25/0
ObjectTemplate.setControlPointId 1212

rem [SpawnPoint: CPNAME_SP_SP16_test_1]
Object.create CPNAME_SP_SP16_test_1
Object.absolutePosition -239.755/100.502/-110.609
Object.rotation -0.324/0.000/0.000
Object.layer 9
U can add multiple spawn points for that control point.

Next look for a piece of text that contains

Code:

rem ********** Control Points **********
ok now add

Code:

rem [ControlPointTemplate: CPNAME_SP_SP16_test]
ObjectTemplate.create ControlPoint CPNAME_SP_SP16_test
ObjectTemplate.activeSafe ControlPoint CPNAME_SP_SP16_test
ObjectTemplate.modifiedByUser Hellshark1
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName CPNAME_SP_SP16_test
ObjectTemplate.radius 3
ObjectTemplate.team 2
ObjectTemplate.controlPointId 1212
ObjectTemplate.areaValueTeam1 34
ObjectTemplate.areaValueTeam2 34
ObjectTemplate.timeToGetControl 20
ObjectTemplate.timeToLoseControl 20
ObjectTemplate.isHemisphere 1
Note, u can use any name for the spawn point but for some reason, unlike the other control points this ones name comes up as "CPNAME_SP_SP16_test" where the rest only show up as the last part, odd.

Next look for

Code:

if v_arg1 == host
And add

Code:

   rem [ControlPoint: CPNAME_SP_SP16_test]
   Object.create CPNAME_SP_SP16_test
   Object.absolutePosition -237.755/99.502/-110.609
   Object.layer 9
U must also give the controlpoint its own ID, I made mine 1212.

U can play around and give control points different spawn points.
If u want to have some real fun, make a flag on top of the hotel at karkand and make its spawn points on all the roofs

theres just 1 problem with the bots

They're uber n00bs and prefer standing by the flags warmth

Hehe
https://img129.imageshack.us/img129/6020/screen1338yj.png
https://img154.imageshack.us/img154/7693/screen1343bh.png

Last edited by Hellshark1 (2006-06-14 07:19:57)

{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas
Yeah, for some reason, bots don't like rooftops. I droped a bot off on a rooftop in Karkand, and he just stood there...Once I pushed him off the roof, he went around on the ground like nothing happened...
nieker
THE FLYING DUTCH PENGUIN, THE NINTENDO PENGUIN
+191|6837|The Netherlands
nice updates citizen oen +1 karma
Scratch[USA]
Member
+105|6757
Okay I read further through this post and found the answer.  Thanks {M5}.
New problem.  When I go to the second seat in the Hind it CTD.  Does not happen in Apache.
Anyone experience the same?
Hellshark1
Member
+2|6941|South Africa
Haven't tried it yet

I personally don't like the SF helicopters so much, they fly like hippos compared to the ah_12
Citizen One
한국 공주
+338|6858|South Korea.

Hellshark1 wrote:

Ok how to make new control and spawn points.
Great stuff, I added it to the tut. Wow this tut is becoming realy long.
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas

KO wrote:

ok im modifying my one kit (US_AT) and how do i replace the unmodified one with the modified one
You don't replace it at all, you copy the file to your desktop, rename it, and make sure to edit this line to whatever you renamed the file to:

Code:

ObjectTemplate.create Kit <Insert name of file here>
Then just change what you want in the file and put it in Objects/kits in the level folder.

^^^All above is in Citizen One's (very longgg) tut.^^^
{M5}Sniper3
Typical white person.
+389|6969|San Antonio, Texas

KO wrote:

{M5}Sniper3 wrote:

KO wrote:

ok im modifying my one kit (US_AT) and how do i replace the unmodified one with the modified one
You don't replace it at all, you copy the file to your desktop, rename it, and make sure to edit this line to whatever you renamed the file to:

Code:

ObjectTemplate.create Kit <Insert name of file here>
Then just change what you want in the file and put it in Objects/kits in the level folder.

^^^All above is in Citizen One's (very longgg) tut.^^^
which level folder (bf2 or xpack or both) and when he says 9Citizen One) create a new folder called "levels abuse" does that mean we have 2 new folder or just still one
Neither...OK I see you're lost, so we'll go by steps.

1.) Copy the xpack folder to your desktop.
2.) Rename the folder level_abuse.
3.) Cut the folder back into the BF2/mods folder. (You should now have 3 folders, bf2, xpack, and level_abuse.)
4.) Go into the bf2 folder. Double click Objects_server, and open up the Kits folder. Then open up the US folder.
5.) Copy the US_AT file on to your desktop. Right click it and go to properties, uncheck the Read-only box and hit Apply then OK. 
6.) Then rename the file to (oohh lets say) US_Super_AT. Open up the file and the first line it says:

Code:

ObjectTemplate.create Kit US_AT
Change that to the name of the file, so it would look like this:

Code:

ObjectTemplate.create Kit US_Super_AT
7.) Change the kit to the way you want it. Then save it.
8.) Open the level_abuse folder back up, then open up Levels, then choose the level you want the custom kit in. (I'll do Karkand.) Open up the Strike_at_Karkand folder and create a new folder named Objects. In the Objects folder create another folder named kits.
9.) Place your modded kit file in Objects/kits folder. Then back out to the Strike_at_Karkand folder and drag and drop the Object folder over the client and sever zips.
10.) Double click the server zip and copy the Init.con file to you desktop. Right click it and go to properties, uncheck the Read-only box and hit Apply then OK. Open it up and find where it says:

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\Strike_at_Karkand\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
Put this at the bottom of that block of code:

Code:

run Objects\Kits\US_Super_AT.con
So it looks like this:

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\Strike_at_Karkand\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run Objects\Kits\US_Super_AT.con
Then find this code:

Code:

gameLogic.setKit 1 6 "MEC_AT" "mec_heavy_soldier"
gameLogic.setKit 2 6 "US_AT" "us_heavy_soldier"
And change it to:

Code:

gameLogic.setKit 1 6 "MEC_AT" "mec_heavy_soldier"
gameLogic.setKit 2 6 "US_Super_AT" "us_heavy_soldier"
11.) Save the Init.con file and cut it back into the server zip folder.
12.) Run the game.

I really don't know how to put this simpler...

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