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CrazyIvan1745's Achievements


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  1. I'm not saying the GUI was the cause, It's more likely I didn't initiate something correctly, I was typing all of that in on very little sleep, and with so many files I was dealing with again it's possible it didn't compress to the zip correctly. That will cause any file to react exactly like that, I just didn't take the time to go through each one and make sure they were all added correctly. It's not that I'm not thinking outside the box, It's just not a gamebreaking feature. I'd like it to work, but we have a lot of other things to work on as well, so I havn't fully devoted my time to it. The method UberWazuSoldier wants to use is pretty interesting, and it's something we discovered back when we proved a campaign could be scripted into BF2. You would code all the situations that would play all the sounds into pyBool and when the conditions are met it would give each player an award. Each "award" can be set to have a separate image and sound used. What makes this kind of extra awesome is you can switch the medals with character portraits and have the text what is being said. The award system leaves an insane amount of things you can put into it. Well over 200, with pyBool being able to define them per map as well. You would just remove all of the voice files and have pyBool read what localization is asking for when a comm is attempted to be played. The ONLY drawback is the amount of coding to set it up, but once set up it becomes easier to modify and change. Again I'd still like to try your idea, and I certainly will, I only spent about an hour on that first attempt, I just have to prioritize gameplay first if I want to get our mod in a more complete state. Right now I've been improving our AI and had a small problem with that, but I know the issue is related to something we previously made, not with BF2 itself. Anyways, thank you again for the help. I'll post here again as soon as I take another shot at it. I might try again if I need a break from another portion of the mod. I kept all the coding from my previous attempt, so I may go DL the editor and see what error it is giving.
  2. The overall idea for fixing the voices works, but also doesn't work. "sound.playSound Female_Thankyou" 0 plays a client side sound. I realized that before even putting it in. There is a work around for that, but it involves making a bunch of "fun" changes If you want I can detail them all. Right now I havn't had a version of it work eactly so I'm holding off. You wind up having to change so many files, that it is easy to get an error. I don't have BF Editor installed yet so I don't get the luxury of having bf2_r to tell exactly what broke, but it has something to do with objects, most likely the weapon when I added the unique GUI. That being said having them work that way has some pretty huge drawbacks. This won't solve voices for automatically triggered voicelines "Grenade!, "Clear!", "Recharging!", "Have first aid!", etc also page up and page down don't work for that method. This means pyBool way be the better option in the long run for what we will end up needing it for. I have not tried changing the button sizes for the commorose, but that was more or less what I was thinking of doing. Thank you again for the help thus far.
  3. I thought it used to not be bigger like that, pretty easy fix with some math though. I see what your saying. That is pretty damn brilliant. Kits drops won't be that big of a problem really. I mean yes it will take some work, but a pretty fair trade off. We already have a check in python that checks to see what is picking up the kit to keep zombies from picking up guns and shooting everyone. So it should be relatively easy to add an elseif to check which survivor is picking it up and giving them the correct version of the kit instead (I'd just have multiple versions of each kit copy and pasted with the different GUI set for each. It will be for AI and bots. Again only one faction is set to be able to pick up the kits anyways, so It will only be the players plus MAYBE 1 teammate bot. If we get this working I will try and post the python code if anyone want's to see how we go about it. Thank you again for the help Devilman
  4. Whoops ok I'm clearly rusty at this. Which number above is the GUI number? in this case the "0" on the end of each line? I see 1-59 are all used. I used to be so familiar with HUD stuff, heck I have a fairly modified HUD for the mod that I made years ago still working just fine. I mainly changed up the spawn screen quite a bit. I do have an issue with the commorose where moving the mouse in the direction of the buttons can put it past the button sometimes. I feel like this issue was related with playing widescreen, again it's been too long since I've tinkered with HUD things now.
  5. Interesting idea. That will lead to other issues if it works, but issues that are much easier to handle. That won't solve "Auttomatically Triggered" event voices, but again, we do have another idea to make that work through pybool and the award system. The draw back of that method is the amount of coding and time it would take to setup, so this could cut that work by a ton if that works. Even at worst, most the auto triggered events we may not even need XD.I'll get back to you as soon as I try that out.
  6. Sorry for the delayed response. Mostly all voices. I did realize I made a slight mistake with the OP. Injury sounds are in GameSounds.con Trying a few things with that currently.. But basically here is what is going on. For Operation Dead Dawn, we had 3 playable survivors, 2 male and 1 female. The plan was to have each soldier have a different sounding voice (so pretty much all VO lines) I currently have recordings for all the lines for 1 male and 1 female done by 2 friends recorded some time ago. I can write the list of voice lines but it's quite a few Affirmative-01 Affirmative-02 Affirmative-03 Affirmative-04 AmmoHere-01 AmmoHere-02 BailOut-01 BailOut-02 Clear_Recharging-01 Clear-01 FollowMe-01 FollowMe-02 FollowMe-03 FriendlyFire-01 FriendlyFire-02 GetIn-01 GetIn-02 GoGoGo-01 GoGoGo-02 Grenade-01 Grenade-02 ManDown-01 ManDown-02 MedikitHere-01 MedikitHere-02 Negative-01 Negative-02 Overrun-01 Overrun-02 RequestingAmmo-01 RequestingAmmo-02 RequestingMedikit-01 RequestingMedikit-02 RequestingPickup-01 RequestingPickup-02 RequestingRepairs-01 RequestingRepairs-02 RequestingRepairs-03 ReviveSuccess-01 ReviveSuccess-02 SmokeGrenade-01 SmokeGrenade-02 Sorry-01 Sorry-02 SpottedBat-01 SpottedBat-02 SpottedCommon-01 SpottedCommon-02 SpottedCommon-03 SpottedGore-01 SpottedGore-02 SpottedUnknown-01 SpottedUnknown-02 SpottedUnknown-03 Thanks-01 Thanks-02 That's not including death and injury sounds. These are of course my own naming system with some that are mod specific, also I have each of these twice because I have a male version and a female version. Currently male is under the Common/Sound/English and Female is under Common/Sound/EU this is just for testing. I just have to switch out the map's Team1 language from English to EU or vise versa to switch. All recordings work (some need some fine tuning, but the files play correctly) I just want to find a way to use both in the same faction. When a soldier speaks having it use their set voicelines instead of ALL US faction using the same grunt voicelines.
  7. This will be a weird one. Basically I have 3 characters assigned to one team, and I want each to play different set of VOs. So far this has been stupidly difficult. Death sounds are easy, as they are assigned in each soldier's tweak file. DONE! Finished! Hurrah! Injure noises are a little harder. They are assigned by each kit. So have a separate kit per character. Weapon pickups are going to break this unless we can build something fancy in the python coding to swap out the kits on pickup to the version with the correct VOs attached. Option 2 is to have python cliently change these on each pickup. Since injure sounds are played through the client it shouldn't affect other players to have python change it for them locally. Sadly the later sounds easier in concept, but a pain in the butt to code, with a small risk to change everyone's injury sounds each time someone picks up a kit if I am wrong. Then comes the rest of the voicelines. BF2 sets these up per faction...... WHY?! Why couldn't they just make it ask for a class in the soldier's tweak that set which voice?! The only thing I can imagine is that they didn't set up functionality for it to check per player who is what voice? Maybe they thought that would sound confusing in a ranked match? Still why not leave the functionality to do it like they did with all the other noises? Rant aside, this leaves very few options, most more speculation. My current thought is to find a way to make every "character" a separate faction. This sounds near impossible though because the level only sets 2 factions. I havn't tried adding more than 2, but I doubt it would work. Another idea I had was to try having python switch gameLogic.setTeamLanguage 2 "English" over the client. but I realized later that that would make all teammates use the clients current set of voices for all characters. That won't work for what I need. So that leaves the possibly very tedious method of bypassing the entire voice system. basically remove all voices and write a huge chunk of python to play the sound files when those events are activated. It would work, it would also be a massive pain in the ass (excuse my language). I also hate jumping on the python bandwagon for every issue I have. Unfortunately, python can bypass nearly every limitation this game tends to throw at you in modding. First I want to see if anyone has ever heard of a different way to bypass this. I know EoD had a female soldier for the NVA, but I can't remember if she used the same voice lines as her teammates. At the very least I want to know if any other longtime BF2 modders have any other outside the box ideas. To those of you who remember me and UberWazuSoldier, HI! hope you are all doing well. It's been a damn long time. And to those I do not know or have not met, that are still around on these forums. Hello! Glad to see modders still at it. I can try to help any new modders out there. I know a lot about the audio system and setting up HUDs in BF2. I never really posted around here back when we modded, but I know Uber put up plenty of tutorials that I see are still around. Glad to see them still in use.
  8. I tried to respond to your post last night but the site went down. Once we have everything worked out for the map scripting we could probably use some maps specifically designed to fit the gamemode. Other than that Im currently completely rewriting the plot and script for campaign. Ill need a few unique maps for that as well particluarly some purposely linear. I have to chat with everyone first though to see what we are willing to do amd not do. I want nice looking cutscenes but I dont want to overwhelm us with unneeded work.
  9. Feel free to contact me, I put the contact info up there. I can't get this site's PM system to work for me at all unfortunately so you'll have to use one of those other contact ways. Also, if you have a mic I can invite you to our current TeamSpeak 3 server. I'm usually on around the same time as a typical Australian, due to me being a sleepless fool and working with Uber who is in New Zealand.
  10. Battlefield 2 What is OPDD?: OPDD is a zombie mod which borders on both realism and something from our own minds. What we have planned is almost entirely new and original. if you played our older version of the mod, I can assure you it is actually almost nothing like it was, and more like what we wanted it to be. The mod uses several systems Uber and I have developed over the years (To be honest mostly Uber because I'm afraid to touch his python coding anymore.) The mod pushes for a fast paced horror that always keeps you on your toes, and as soon as you think you have a system down it throws a curve-ball at you. Zombies now actually act well.... like freaking zombies, and yet they always find a way to sneak up on you. Singleplayer, is planned to involve a campaign mode which will involve a story I am still attempting to write. We are already working towards allowing the player to choose from a set of playable characters all with separate voice acting (Currently working towards acquiring some great voice acting talent this time around, with better recordings("IVAN DON'T RECORD THEM IN A LIBRARY THIS TIME!")). Multiplayer while still in a conceptual stage, is planned to involve an almost RP element. All players will start in a safe zone and fight their way into more difficult areas to complete objectives, such as collecting supplies, acquiring vehicles, or calling in airstrikes, to destroy key targets. Currently this will be intended for a persistent world server with a type of day night cycle that works cross server developed by Uber. We are thinking of allowing players to gain XP or credits which can then be pushed towards unlocking new weapons or vehicles in the safe zone. (This will not be like PR's unlocking system, we are now able to do this completely through the HUD, for example greying out un-purchased weapons. A lot of that is still a concept, but all so far proven to be possible. Our ModDB page is extremely out-of-date, and I will be updating it within the next week, explaining a lot more of what will be coming. Heck this post explains more info than I've given out to most so-far. (Screenshots will be added to this forum post as well sometime later today, I need some sleep) Mod Current Status: Both me and UberWazuSoldier have been working on this mod for quite a long time now as a 2 man team. However, we have had other outside help from a few others for a few specific things such as the main menu, music, and maps. As far as our current situation between just the 2 of us, we can get nearly everything we need done ourselves, it's just a matter of workload. As mentioned, within the next week I'll be posting more information on the the mod's current state of completion and future plans for the mod on ModDB, which I'll probably link here. What do we need help with? There is one future planned feature I've been wanting to work on for quite some time now, but have been held back due to lack of man-power and some animation know-how. This is the campaign feature. Both me and Uber know we can make a fully scripted and functioning campaign, with objectives, cut-scenes and everything your typical game campaign would have (heck we are just finding out we could do all of this in a cooperative setting as well), but the drawback seems to be having decent cut-scenes. I suppose we could film them Machinima styled, but I'd rather not do that unless it's the last resort. Me and Uber tend to like perfection, and I would honestly love to see campaign properly how I envision it. What I would like to see are some custom animations. Basically, the soldiers interacting with other things to really allow for a more believable cut scene. These would be just straight up animations that we would either render in later with aftereffects or even use triggers for the game to play them on cue and be rendered in-game. I thought I would try my luck here, to see if there was anyone willing to give it a shot. Creating a full working campaign like this would be one heck of a feat, but I really want to give it a try. My other option by this point would be for me and Uber to do it ourselves, but both we are finding our time more and more constricted right now with university and college, on-top of our current work planned for the mod. We are also willing to allow others to hop in on the project if they are willing, but we are a bit strict on how we are doing things currently. Reload animations are being designed using military field manuals, and weapon functionality is planned to be as realistic as possible (both model, and animation wise). Python I'd rather leave all to Uber, because last time I touched his code I got sucked into a vortex of crazy organization that I didn't understand, and I couldn't get out of it without breaking things (aka about as confusing as that sentence). As far as static models, we would love to have someone help with those. More city buildings with possible interiors would be fantastic. I really hope we can get some help from the BF community, as I would love to see this entire mod through to the end. We have a lot planned, and a lot of work to be done. I'm currently studying game engine programming, and really hope to work toward making amazing games in the future, but we all have to start somewhere, and modding has been that starting point for me. The Refractor 2 Engine is nearly limitless and in my opinion timeless. Seeing what Uber can do with the shaders to make it nearly on par with some AAA modern games visually, just completely amazes me sometimes. I appreciate all the help we can get and hope some of you guys consider it. I should mention all credits will be given to any help provided. Contact Info: CrazyIvan1745 (fastest way to contact me is through e-mail or ModDB PM) Email: CrazyIvan1745@hotmail.com ModDB: http://www.moddb.com/members/crazyivan1745 (My ModDB page needs some cleaning up as well SHEESH.) XFire: crazyivan1745 skype: crazyivan1745 (Or feel free to PM me here, however that will mean a slower response time) CrazySoldierProductions: -Lead Dev...............CrazyIvan1745 -Lead Dev...............UberWazuSoldier -Music Director.......Airfell -Flash Menu Help...Okami -VO Casting Dir......Kenny P. -Current Alpha Testers- .............................SurferDude .............................Psi .............................ClarelAkaKurt .............................DutchNinja -Contributors- .............................JONES
  11. yeah no idea where everyone is lately. Kinda confused on what your trying to do exactly but sounds like you need to change the GUID
  12. I've been debating on making a sound creation tutorial (not just the how to add regions and make it work for a game but also how to actually make a sound from nothing) Generally, a lot of people use sound libraries nowadays, and really I think if people realized how much fun it is to make your own sounds, then it might at least get a bit more common. I absolutely love coming up with different sounds using a few different techniques I could share as well as try and explain how to come up with your own ideas on gun sounds. If I did sit down and make a tutorial I can guarantee it would probably take a week or 2 to put together considering the best way to do it is mostly through video tutorials. Still, I don't want to put forth the effort without knowing someone is actually going to want something like this. Most people just reuse the old bf2 sounds, or like I mentioned grab something off a free sound library. Basically, a tutorial going from being able to find a decent reference clip of the real thing to give you an idea of the end product, like this: To making some sounds using objects around you at your computer desk or just something you could easily find around the house, and editing them into something like this. New BF2 M16A2 Sound Test (That particular BF2 gun sound I made using a Soda Can, bottle of Advil, and just tapping my desk with my knuckle.) Let me know what you guy's think.
  13. As for the spawn time the way I know how to do it is through the Object Spawner. I think anyways, I've only worked with Object Spawners for Sandbox and Roflbox so I could be totally wrong considering for those mods they were used in a slightly different manner. Go to your GamePlayObjects.con (usually located somewhere in your map's folder under the path server.zip/GameModes/gpm_cq/16/ (you will need to do this for every gamemode and map size but this is the most common one) Right under the line "rem ********** Object Spawner **********" you would add a new ObjectSpawner for your object as an example: ObjectTemplate.create ObjectSpawner Target1 ObjectTemplate.activeSafe ObjectSpawner Target1 ObjectTemplate.modifiedByUser Ivan ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setObjectTemplate 1 sign_stop_dest ObjectTemplate.setObjectTemplate 2 sign_stop_dest ObjectTemplate.minSpawnDelay 5 ObjectTemplate.maxSpawnDelay 10 "sign_stop_dest" being the object's name you want spawned. and "Target1" being the template name (which will have to be something different for each ObjectSpawner. I can't remember exactly how to have it then put that ObjectSpawner in a precise location or if this is even what you should do. (I typically avoid mapping at all costs.) If anyone want's to confirm on this or at least finish it by explaining how to set a location for the object to be spawned please do... I'll be mean and nag Uber to post something if all else fails (cue evil laugh).
  14. @hjid27 Yes you tried what sounds similar to what I tried as I was slowly delting each bit trying to figure things out. unfortunately they still then can attack a CP but only after they enter the radius. They then do the bug of sitting beside it until they die or it gets captured (which is annoyingly un-zombie.) As for the ladder crash, yeah I am pretty sure we fixed that. It's from them spamming the ladder but not knowing how to climb it. The game will keep kicking them off the ladder until it finally crashes. Another crash to look out for is if you managed to get revived by your teammate in the very short time a zombie kit is there then you'll crash, but this has been fixed recently as well. @mschoeldgen 1. Didn't work as soon as the zombies spotted me it crashed. It seems while that method works with only 1 CP, when you do that to all of them then it causes the same issue as far as them not having orders
  15. Only way I have learned makes it so then none of the AI recieve orders to attack a location and they just kind of go crazy which is perfect for what I want
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