Jump to content
Official BF Editor Forums

All Activity

This stream auto-updates

  1. Earlier
  2. I'm an idiot and forgot to mention I'm playing bad company 2.
  3. Hi, I'm someone with absolutely no modding experience at all coming with a request. I've come to you guys because I can't find the answer on other boards or anyone with the skills to help. I would like to remove the hit markers from the single player campaign. I've managed to get a mod that removes the entire HUD with the exception of hit markers. I would hugely appreciate any suggestions about how someone like me might go about getting rid of them. Thank you ahead of time to anyone who takes the time to respond. Cheers
  4. P.S. clivewil, that BF2ALL64 mod is amazing. Great work!
  5. I had the same problem as you. Yes the Armored Fury files are in the Booster_server.zip in the mod directory. The Euro Force files are in the objects folder inside server.zip found in each of the levels that came with Euro Force - Taraba Quarry, Great Wall, Operation Smokescreen. This is a bit of a problem if you want to tweak the Euro Force files because you have to change the same tweak file in multiple copies across all 3 levels. Also if you want to use the vehicles in other maps you have to copy the objects folders from client.zip and server.zip into the other levels client.zip and server.zip. You may know this already,but try this out: Take the objects folder from server.zip in the level (eg Taraba Quarry) and put it in the objects_server.zip of you mods main directory Then take the objects folder from client.zip from the level (eg Taraba Quarry) and put it in the objects_client.zip of you mods main directory For example in my mod FfAux after moving the folders the path for the Leopard 2 tank (xpak2_tnkl2a6) looks like this: C:\......Battlefield 2\mods\FfAux\Objects_client.zip\Vehicles\xpak2_vehicles\xpak2_tnkl2a6\.......meshes & textures folders C:\.....Battlefield 2\mods\FfAux\Objects_server.zip\Vehicles\xpak2_vehicles\xpak2_tnkl2a6\.........meshes folder & .con + tweak files Remove the objects folder from the objects_client.zip and objects_server.zip of each of the 3 Euro force levels. Or you could just copy over and delete the vehicles part inside the objects folder if you are only doing vehicles (that is what I did). The game should run the levels. If you want to make a change to the Leopard tank (xpak2_tnkl2a6.tweak) you would just do it in the one place now (as shown above). Also you can now put the Euro force vehicles into any other level. Open up another non Euro force level (eg Gulf of Oman) and find the Init.con. Init.con is found in: C:\...Battlefield 2\mods\FfAux\Levels\gulf_of_oman\server.zip\Init.con Add the lines to the bottom of Init.con for Gulf of Oman rem Effects rem Effects run Objects\Effects\vehicles\explosionsxp2\e_vexp_xpak_eurofighter\e_vexp_xpak_eurofighter.con run Objects\Effects\vehicles\explosionsxp2\e_vexp_xpak_tiger\e_vexp_xpak_tiger.con run Objects\Effects\vehicles\explosionsxp2\e_vexp_xpak_tnkc2\e_vexp_xpak_tnkc2.con run Objects\Effects\vehicles\explosionsxp2\e_vexp_xpak_tnkl2a6\e_vexp_xpak_tnkl2a6.con rem Vehicles run Objects\Vehicles\xpak2_vehicles\xpak2_faav\xpak2_faav.con run Objects\Vehicles\xpak2_vehicles\xpak2_eurofighter\xpak2_eurofighter.con run Objects\Vehicles\xpak2_vehicles\xpak2_tiger\xpak2_tiger_rearrotor\xpak2_tiger_rearrotor.con run Objects\Vehicles\xpak2_vehicles\xpak2_tiger\xpak2_tiger_mainrotor\xpak2_tiger_mainrotor.con run Objects\Vehicles\xpak2_vehicles\xpak2_tiger\xpak2_tiger.con run Objects\Vehicles\xpak2_vehicles\xpak2_tnkc2\xpak2_tnkc2.con run Objects\Vehicles\xpak2_vehicles\xpak2_tnkl2a6\xpak2_tnkl2a6.con run Objects\Vehicles\xpak2_vehicles\xpak2_lav25\xpak2_lav25.con Then open one of the gameplayObjects.con located here (in my mod FfAux): C:\....Battlefield 2\mods\FfAux\Levels\gulf_of_oman\server.zip\GameModes\gpm_coop\16\GamePlayObjects.con Replace this line: ObjectTemplate.setObjectTemplate 2 ustnk_m1a2 with this line: ObjectTemplate.setObjectTemplate 2 xpak2_tnkl2a6.con For the 16 player coop level of gulf of Oman that particular Abrams tank will now be a Leopard tank. If you want to replace all the abrams with leopards then do Find (ustnk_m1a2) and Replace (xpak2_tnkl2a6.con) in Notepad. I put the above lines of code in all the Init.con files for every level in my mod (FfAux). Now I can add any of the vehicles easily to any level. A bit off track from what you were asking, but I only just figured this out less than a week ago. I had put the Euro force objects folders into all my levels and when I made a change had to go through all the levels to update the .tweak files. This way is much better. Do not know why they did not just make a Booster2_server.zip and Booster2_client.zip (would have been easier).
  6. yeah, tell me about it. i was the dumb sap who made the 64-player navmesh for Op. RR plus others, and trying to get that clover-leaf section to generate properly was painful. cool that you found the solution i recommend Agent Ransack for times like this, it's a free windows search tool that's way better than stock windows search (i did a scan for the text string 'she_littlebird' and it told me which files contained it) - i'm not an endorsee, just a user who has found it very handy for finding things in BF2 over the years. (i assume it's still free, i hope so)
  7. @clivewil Thanks for the reply! I figured it out! I'm using BF2ALL64 on top of my mod to test big maps with bots, and it turns out that has overrides for only the scout helicopters and the gas station truck on Operation Road Rage. I think that's because the Armored Fury maps don't have any singleplayer / coop versions in vanilla and the developer made the vehicles exclusive to them usable by the bots, which is pretty cool. This probably would have occurred to me earlier if the Armored Fury jets would have had overrides as well, but they don't since they seem to use the bomber jet AI from the base game.
  8. nope. a runthrough with agent ransack on my install shows that there's only one instance of e.g. she_littlebird.tweak, in booster_server.zip if that's the only tweak, then modifying it should work, unless i'm missing something... (i assume you're doing all of this in local singleplayer, not using a dedi server etc.?)
  9. I adjusted the lock-on times and angle values for the mobile AA to make it much harder to shoot someone down with missiles and in turn buffed the gun damage, but that only affects players that use those vehicles. Bots, even on easy, will take you down in less than second if you get anywhere close to them. You don't even get the alternating warning beeps, it goes straight to the continuous tone for half a second and then you explode immediately, because of course they are immune to flares too. Even if you fire the flares early to compensate for the missing warning sound, they will still lock and kill you every single time. The only way to kill them is to go really high up and drop a ton of bombs from out of range on them, but it makes the heavy planes with the anti-vehicle guns completely unfeasible which is kind of sad. To use the gun you would have to be so far away that you would have to know their exact location completely blind since they would not even be rendered or have the square highlight at that point. I have no clues about modding AI, could somebody point me in the right direction to fix this?
  10. Okay now that I found them I could make tweaks to the Warthog, Fantan and Frogfoot, but not to the scout helicopters. I wanted to adjust the fire rate and damage output of the guns on those helicopters, but changes in these files have no effect. I also checked the armored fury level directories to see if there are any vehicle tweak files overriding them, but that's not the case. Any ideas?
  11. I raised the view distance of my maps to 2 km, which looks really nice except for the vegetation popping in at around 1 km. So I changed GeometryTemplate.setSubGeometryLodDistance 0 0 1000 to GeometryTemplate.setSubGeometryLodDistance 0 0 2000 in all tweaks files in the vegitation directory, which had no effect. GeometryTemplate.setSubGeometryLodDistance 0 1 2000 GeometryTemplate.setSubGeometryLodDistance 0 2 2000 GeometryTemplate.setSubGeometryLodDistance 0 3 2000 I also tried changing the distance for the LOD levels according to how I understood this post, which didn't work either. Not sure if this is even the right approach considering that there are separate tweak files for the LODs themselves, even though those don't have any subGeometryLodDistance entry. I also tried manually adding it to the LOD tweak files with a distance of 2000, still no effect. Then I tried adding a cull radius entry to all tweak files, which worked really well for increasing the render distance of vehicles previously. This change did have an effect, but far from the intended one. Increasing the radius only makes the distance that LOD 0 is rendered shorter, leaving a gap between LOD 0 and LOD 1 where vegitation disappears completely. The culling distance of LOD 1 is again unaffected and all vegetation still disappears at 1 km. ObjectTemplate.cullRadiusScale 10 (Also tried 1, 100, 1000, ...)
  12. Thanks for the help, appreciate it My mistake, it was called Armored Fury in BF2, not Armored Kill. Mixed that up with the BF3 expansion. I just found them, they're in a completely separate archive in the bf2/mods directory called Booster_server.zip.
  13. sorry i don't know what Armored Kill is - (or maybe i just don't remember, it has been several years) - but some vehicles are packed with the map itself; look in the map's server and client zips and maybe you will see 'Vehicles' inside the 'Objects' folder in both archives (as well as any required supporting effects and wreck particles, etc.) the included new vehicles are mounted via the map's init.con OperationSmokeScreen is an example of a booster pack map containing vehicles e.g. at the very bottom of Op Smokescreen's init.con, there is: renderer.globalStaticMeshLodDistanceScale 1 renderer.globalBundleMeshLodDistanceScale 1 renderer.globalSkinnedMeshLodDistanceScale 1 gameLogic.setTeamDropVehicle 1 "jep_mec_paratrooper" gameLogic.setTeamDropVehicle 2 "xpak2_faav" rem Effects run Objects\Effects\vehicles\explosionsxp2\e_vexp_xpak_eurofighter\e_vexp_xpak_eurofighter.con run Objects\Effects\vehicles\explosionsxp2\e_vexp_xpak_tnkl2a6\e_vexp_xpak_tnkl2a6.con run Objects\Effects\vehicles\explosionsxp2\e_vexp_xpak_tnkc2\e_vexp_xpak_tnkc2.con rem Vehicles run Objects\Vehicles\xpak2_vehicles\xpak2_faav\xpak2_faav.con run Objects\Vehicles\xpak2_vehicles\xpak2_eurofighter\xpak2_eurofighter.con run Objects\Vehicles\xpak2_vehicles\xpak2_tnkc2\xpak2_tnkc2.con run Objects\Vehicles\xpak2_vehicles\xpak2_tnkl2a6\xpak2_tnkl2a6.con run Objects\Vehicles\xpak2_vehicles\xpak2_lav25\xpak2_lav25.con run Objects\Vehicles\xpak2_vehicles\xpak2_hmmwv\xpak2_hmmwv.con rem Static Objects run objects\water\tabara_quarry_waterplane.con run objects\staticobjects\military\buildings\aircontroltower_eu\aircontroltower_eu.con run objects\staticobjects\military\buildings\mobileradar_eu_dest\mobileradar_eu_dest.con ...etc. etc. good luck, i hope you get it sorted out.
  14. I expected the vehicle tweak files to be in the server objects archive in the mods/bf2 directory since the Armored Kill level files are grouped with the base game, but they're nowhere to be found. I also checked in mods/xpack just to be sure, but that's just the Special Forces vehicles. Are the values for those vehicles simply not exposed or are the files hidden someplace less obvious?
  15. Great news! The Battlefield 1942-community HelloClan and Battlefield 2-community Lost-Soliders are coordinating a Double Feature Pirates event over the Halloween weekend. See event details on HelloClan's or Lost-Soldier's forum! There you'll also find help with installing the games and mods if needed. During the event players will be active on both community's respective Discord-servers, see Hello's and Lost-Soldier's guides on connecting, or this dedicated guide for installation. @Detrux and @Catbox, I hope you and anyone else interested will join us! They have been big successes in the recent past, and well attended. If you need any help with installing or running the games or mods, let us know on Discord.
  16. [url=http://internetpharmacydir.com/]internetpharmacydir.com[/url]
    1. rhysm_08


      http://internetpharmacydir.com/ - internetpharmacydir.com
  17. Just checked and yes they were high up! Glad to finally find them at last. It was as if they were inside a water wheel, with their tail caught between the paddles whilst the nose stuck close to the hub of the wheel. For the physics.airDensityZeroAtHeight line, a value of 2500 didn't work for me, but 5000 did! I remember what I did now. I didn't want firearm bullets to sway in a breeze so I deleted the two windmanager lines from the end of the init.con of each map, but in doing so also deleted the airDensity line not realising why that was there! Many thanks again, stuff like this really makes the game more playable and replayable. And thanks for the Mustang, such a pretty bird.
  18. just guessing, but are they really super high up, and that's why you can't see them? if you fly high enough the plane's physics go wonky, the plane just spins and tumbles without moving very far, and the only way to get down again is to shut off the throttle and wait until you fall down into stable air again. (the ai pilots never shut the throttle off) in all of my maps, at the very end of the map's init.con if have this line: physics.airDensityZeroAtHeight 2500 ...which tames the bad-physics thing a lot try it and see if it changes anything. if it does, it's worth adding to every map FH2 maps probably already have it, but it's worth checking
  19. Greetings, one more question from me before I give this fine board some peace. With my sub-mod I have slower-than-usual WW2-era planes flying about and for the most part the ai does a great job with dogfights and ground target attacks. But at random points in games I look at the minimap and see some planes stuck in mid-air, spinning at that location and they would stay stuck that way til the end of the game; when I fly to that position myself I can't see them either. I've made a little video of it ( ) as someone in the PR community suggested it but so far they have no idea. In this recorded game the shenanigans start at about 24:20, three planes on the east edge of the map get stuck about the same time. Perhaps it's linked with my changes in the speed of the planes and my reduction of the gravity modifier, or perhaps it's map-related. This particular map is Fh2's Keren, which in its vanilla form had one or two scout planes flying about so if there's some sort of mapping required for planes then I'm guessing that's all in place. Wouldn't matter if it was just a bug with the minimap icons but I'm pretty sure the bot is still stuck with that plane hence one less soldier on that team and slowing the flow of battle, also preventing a new plane from spawning. So I'm wondering if the next best thing is to have some sort of timer for the ai where after a certain number of minutes in the air they give up the ghost and respawn, to help keep things fresh. Ultimately though I'll put up with it if there's no fix, as there's a bigger need for less speed given the small size of bf2 maps, relative to say War Thunder or Fighter Ace 2 / 3.5.
  20. You're still alive! This is a great day. Many thanks, that solved the problem. Yes the other regular tanks are treated to bombs and rockets rather than straffing. Jagdtiger wasn't included in a vanilla Fh2 release, it was part of a community modpack for Fh1 vets mostly but didn't have any ai support so I had to copy previous examples - I chose a Marder III which is also a non-turreted tank destroyer but that vehicle ai template had the LightArmour StrType as you suspected. Many thanks again sir
  21. i take this to mean that the bomber mentioned is behaving normally with other tanks and it's only this specific tank that is getting straffed instead of bombed. open the tank's Objects.ai and check that its setStrType is set to HeavyArmour, like in this example from the Tunguska - aiTemplatePlugIn.create Physical TunguskaPhysical aiTemplatePlugIn.setStrType HeavyArmour
  22. Greetings wizards - if you're not all retired yet XD :'( I seek help. In my sub-mod of Fh2 (wizards on their forums all retired), I have a few late entries to the tank pool including Jagdtiger. When I drive this beast out to the battle, the enemy AI in bomber planes choose to strafe the tank with machine gun fire rather than drop bombs on it. Would anyone know what setting needs to be changed, presumably in the tweak files of the tank, which will make the plane AI recognise that this is not a soft-top vehicle and thus should be bombed, not strafed? Thanks for any help and sorry to disturb your retirement!!! A little shoutout to Clivewil for helping me with slowing plane speeds a few years back! Mark
  23. Butcher when you know of the next event please message us, i haven't played in 10 years
  24. Hello Butcher, I was a dev on the BFP2 mod. I uploaded the BFP2.5 Final files to onedrive. I can message you a link. CB, Dan
  25. NahMelo

    Zbrush website

    Zbrush is on top because you can click the mesh.and drag out and have an entire arm, horn, ear, etc. It have an edge specifically in sculpting high-res geometry. the brush engine is just the best out there in terms of customization, control, and feel. For Zbrush, I’ve used XP-Pen Deco 01 V2 drawing pad for years, Fantastic for drawing. I’ve gotten accustomed to it and the ergonomics point is big.
  26. Hey, In the past six months to a year there's been a string of events for Pirates in Battlefield 1942 and Battlefield 2, with a quite decent turnout. I'm curious, was version 2.5 of Pirates 2 ever released anywhere? I've been scouring the internet, especially the WayBack Machine since most websites from that era are gone, for information and details about the two mods for documentation-purposes, but only found two concrete references to 2.5; on BF-Games.net (German) and RealityMod.com by @PiratePlunder. I know it's a stretch to find much in 2022, but I saw some of the developers from Pirates 2 post here in the recent past. I also wonder if there are any dedicated communities for playing Pirates 1942 and 2; all events I've seen in the past year have been on 1942 and 2 Discord-servers.
  1. Load more activity
  • Create New...