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mschoeldgen[Xww2]

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Everything posted by mschoeldgen[Xww2]

  1. Please look at his posting date first. Either he has given up long time ago or has solved it. Perhaps he's selling his maps to DICE already
  2. I'm afraid you expect a little too much from the AI. I for my part *never* saw a bot land an airplane or a heli in all the BF series intentionally. For helis you basically have two choices . Either you declare it a combat helicopter ( "Helicopter" behaviour ) or a transporter ( "TransportHelicopter" behaviour ) . Transporters will pick up players and order them to bail. Combat helis will not pickup players but don't order to bail except on damage. Stealing the parachutes is something you can't explain to the AI so either they jump to their doom or you add chutes if you want them to use the transporters reasonably.
  3. In your hierachy make sure there's a *double* underscore in front of DestroyableObject. Thats comstat__DestroyableObject not comstat_DestroyableObject Read this again : http://www.bfeditor.org/forums/index.php?showtopic=5013 You'also never find col's in any of the higher lods. Destroyable Objects can be BundledMesh or StaticMesh. Only make sure you use the correct shader type ( Material setup ) for the chosen Meshtype.
  4. Ahh, yeah and that also explains the error message you get when applying a material with more than a Base texture to lod2 or higher. ( " Fix in Maya and reexport " ) .
  5. Fantastic job as always, SB ! Is that motion blur we see on the image edges ? Or what other effect did you apply ?
  6. Waypoints are only a help for the bots and should be used sparsely. I even think that more than a single waypoint between two SA's ( StrategicAreas ) will confuse the bots more than help them. If you really want to force the bots to use only certain ways you'll probably better edit the navmesh ( you need a 3D OBJ editor like Blender, 3DSMax or Wings3D for that ) and then 'fixnavmesh.bat' to apply the changed navmesh. Note that the heigth for waypoints should be set correctly to match the terrain surface resp. the navmesh. Yeps, unfortunately DICE didn't create an AIMesh ( col3) for the WASP. Our friends at Battlefieldsingleplayer although work around that by inserting a prefabbed object into the navmesh and then fix it. Its complicated, though and not really a beginners task.
  7. Note that if you have selected an object double-clicking the center of the three arrows will pop up a window where you can enter coordinates and rotation numerically.
  8. You'll find structures ( hierarchies ) for all kinds of BF2 objects ( including destroyables ) here: http://www.bfeditor.org/forums/index.php?showtopic=5013
  9. Yeah, thats why we suggest ForcObjects but for unknown reasons he insists on creating an engine @Lauryxy: Examine the parachute code in /objects_server.zip/vehicles/air/parachute/parachute.tweak .Its one of the few ( maybe the only one ? ) objects in BF2 which uses ForceObjects.
  10. Note that in contrary to ForceObjects , Engines need Controls to work. Helis use all available axis controls already so you need to create an Engine which uses an existing axis.
  11. There's no need to touch the BF2.EXE for using with a mod. If yu want a shortcut to directly load BF2 into your mod , copy an existing shortcut and edit its target :Original: "C:\Program Files\EA Games\Battlefield 2\BF2.exe" +menu 1 +fullscreen 1 And launching the mod "xww2": "C:\Program Files\EA Games\Battlefield 2\BF2.exe" +menu 1 +fullscreen 1 +modPath mods/xww2
  12. All files for the objects you like to mod, that is. You don't have to copy files which you want to leave untouched. The only exception : If you want to edit a *.tweak file, also copy the corresponding *.con file , too. Your mod will load first and then it loads the vanilla files so there's no need to copy all BF2 files into your mod. Open the Mod Manager Menu and click the Content tab. Check the boxes in front of the object folders you want to add. If there are no folders visible, you need to create an /objects folder in your mod and add content to it first ( by copying files into it , see above ) Its an easy task to change teams in a map once its created , only needs editing the init.con of the map. So you could map first and edit later to use your new teams.
  13. There are at least 2 ways to turn a vehicle into an Repair- resp. Ammosupply vehicle: 1. Directly create a Supply Object in the vehicle tweak. This would remunition resp. repair objects in the vicinity including itself. As this basically creates an invincible vehicle consider option 2. Add a GenericFireArm which fires supply crates. We're using a truck which pushes the crates out of his back. The crates in turn have a certain repair capability and then disintegrate. Yups, there are some words you shouldn't use in object names , it could be as stupid as that.
  14. To test a map with a single player set : sv.numPlayersNeededToStart 1 in your Settings/ServerSettings.con
  15. First thing is to have a look at the editor log file in /bf2editor/logs. It sounds as if you perhaps are lacking overgrowth or some other basic setup. It will also crash & quit when you have 'ScatterSpawnPosition 1' in one or more of your playerspawners. Look at the output console of the editor while its loading your map. Normally it takes a while for the editor to export the GTS data.
  16. I think the best solution would be to add an armoreffect which has a ForceObject attached to it (what BEEX said ). I'm currently not *really* sure if it will work but its worth a try. Unfortunately i can't test it here until we have a heli in our mod
  17. Yeah, the M134 is already RotationalBundle . You could either create a mimicked M134 consisting of only a GenericFireArm using existing geometries or use another HMG like the HMG_M2HB which is a GenericFireArm you'd mont on your existing swivelling base.
  18. As you've asked - the clean way is to create a mod of your own and use a new server.zip to patch an existing map:http://www.bfeditor.org/forums/index.php?showtopic=13675 Serverside mods are limited to already existing vehicles in the map ( as clients will purge any unused stuff before map start ).
  19. ObjectTemplate.activeSafe SupplyObject supplycrate_Test You cannot 'activeSafe' a non-existing object. Do you have a corresponding *.con file where it is created ? ObjectTemplate.geometry supplycrate_Test ObjectTemplate.setCollisionMesh supplycrate_Test Do these geometries really exist in a /meshes subfolder of your object ? If not you're probably better of by re-using the existing geometries from the vanilla crate.
  20. Rendering distance is based on the size of the object , on the renderer.globalStaticMeshLodDistanceScale 1 renderer.globalBundleMeshLodDistanceScale 1 renderer.globalSkinnedMeshLodDistanceScale 1 statements in the map and on the ObjectTemplate.cullRadiusScale 2 in the object tweak. Don't forget to set the global viewing distance for the map, too. As handweapons are children of the soldier you'll probably have to push up the cullRadiusScale for the soldier, too. There's statements in the effect : ObjectTemplate.lodDistance Medium but i have the impression that they don't do much.
  21. This error is typically caused by different files on the server and connected clients. Make sure server and clients have exactly the same files. On linux boxes its also mandatory to use small case filenames for all files.
  22. If you're running AIX you normally shpuld be fine because AIX' AI coding is advanced and considers the coaxial weapons . Mostly its a question of range settings and weapon strength settings against a given target. If e.g. the target is infantry the AI examines the range of its weapons and takes the one with the optimum range and strength against infantry if within striking distance. Weapon strength and range settings can be found in the weapons.ai file. Another factor is the settling time and deviation for targeting: rem *** coaxial Browning Machine Gun *** weaponTemplate.create Coaxial_BrowningAI weaponTemplate.indirect 0 weaponTemplate.minRange 0.0 weaponTemplate.maxRange 80.0 weaponTemplate.weaponActivate PINone weaponTemplate.weaponFire PIAltFire weaponTemplate.setStrength Infantry 12.0 weaponTemplate.setStrength LightArmour 2.0 weaponTemplate.setStrength HeavyArmour 0.0 weaponTemplate.setStrength NavalArmour 0.0 weaponTemplate.setStrength Helicopter 4.0 weaponTemplate.setStrength AirPlane 0.0 weaponTemplate.allowedDeviation 5.0 weaponTemplate.deviation 15.0 The AI will fire if the deviation is smaller than 5 degrees and accepts a weapon deviation of 15 degrees. Note the high strength against infantry and the zero strength against the armor . AI will fire the coaxil browning only against soldiers on foot and in a few cases against light vehicles and helis. All other targets are not suitable and the AI will fall back to the main cannon.
  23. What do you mean ? Is it a technical issue in finding the correct DDS format or are you out of ideas for the texture looks ? I for my part use vegetation images mostly made by myself , single branches with leaves to get the camouflage right. But we're an old-fashioned mod and YMMV
  24. The reference is in th code for the barrel base so it rotates with the barrel: ObjectTemplate.activeSafe RotationalBundle USTNK_M1A2_Barrel_Base ObjectTemplate.modifiedByUser "armandoma" ObjectTemplate.setNetworkableInfo BasicInfo ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh rem ------------------------------------- ObjectTemplate.addTemplate S_USTNK_M1A2_Barrel_Base_RotationRpm ObjectTemplate.addTemplate Coaxial_browning ObjectTemplate.setPosition 0.249/0.09/0.85 last 2 lines You'll find the coaxial_browning code in /objects/weapons/armament/coaxial_browning/
  25. Hmm, doesn't really say it all. If you got an error message you should post it here.
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