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SERPIKO

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About SERPIKO

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  1. Hi, any more help on this? That would be much appreciated..
  2. Hi BadSanta, you still show up as a senior modder here ;-) The video is really interesting and makes me wonder how and which changes you made to the exe. I always thought there should be something related to the geometries and lod switching in the game code. The DEVS already thought to include the possibility of changing the kits aspect, as since the release the bf2 xpack we know that activating the gasmask or the NVG actually adds an additional model (the mask/googles) to the already "worn" kit. Such additional models are defined (in the related .con) as "MaskObject", and I bet there is a game command which enables them to show up. I already investigated about the possibility to "play" with the gasmask thing to modify the kit aspect, but it creates some issues (more details here: http://www.battlefieldsingleplayer.com/forum/lofiversion/index.php?t17212.html). I would be glad if you could put me in the right direction, though I don't know how to recompile the exe in case of any change (I never did it before). Thanks in all cases.
  3. SERPIKO

    Welcome Back Bf2Editor!

    Welcome back to the scene! Many, many times I regretted not to be able to access this bf2 encyclopedia. Thanks to that, I feel my mod is closer to its finishing date.. SERPIKO
  4. Hi all, I am trying to figure out how to make kit geometry changes as soon as the player selects a different weapon/item available in his kit. In short, my mod features 4 kits for each team, each kit model (skinnedmesh) consists of 3 different geometries: Geometry 0 is composed by bags, pouches, gear, etc.; Geometry 1 is just the same as Geometry 0, but also includes the main weapon model (ar or smg); Geometry 2 is just a dropkit. The basic idea is to reproduce in bf2 the effect of other fps (example Counter Strike), where if you switch from the main weapon to the pistol or any other secondary item, the rifle model shows up on the soldier back. In bf2, kits geometries switching sometimes happens with PCOs; when entering some vehicles/seats a particular kit geometry is assigned to the player by the “CrewKitIndex” code in the vehicle tweak file. I suppose this is not useable when selecting a weapon, as weapons are not PCOs afaik. It seems that the only possible way is to force the "geometry" switching by some Python script. So I found that BF2OldSchool mod devs created a Python script which basically works when selecting a weapon; (between other things) the script checks if the selected weapon is allowed and is not included in a list of “banned” weapons. I tried to modify the BF2OldSchool script so to create the geometry switching but I am a little bit lost with the code to be used. The below part of the script generates a text message when you select a banned weapon; I guess I need to replace the "message" related code (in bold) with some code to force to switch from kit geometry 1 to kit geometry 2: CODE: ******************************************************************************************************************* def changedWeapon(WeaponList, player, weapon): if str(weapon.templateName) in WeaponList: host.sgl_sendTextMessage( 0, 12, 1, str(WARNING_LVL0) % (player.getName()), 0) # this is where I should tell the game to change from geom 1 to geom 2 else player.getDefaultVehicle().setDamage(0) # this is where I should tell the game to change from geom 2 to geom 1 ******************************************************************************************************************* END OF CODE Based on some forum posts I exclude "rcon" commands as they would affect all instances (of the kit) and not a specific player's kit. Can anybody suggest any alternative code to get my target? Of course any help (with or without Python scripts) would be appreciated!
  5. My aim is to give all soldiers belonging to one team (say SAS) the following feautures: some of them have tear gas (already done by modifying some of sas kits tweak files); all of them wear gas mask (already done by using the gasmask kit geometry as the “SAS_KIT” geometry); all of them are unaffected by teargas: I am still trying to figure out how this can be achieved My idea is to create a kind of terrorist / anti-terrorist scenario by giving the SAS team the advantage of teargas for their assault tactics. Does anybody here has any clue for that?
  6. In my personal mod I want soldiers to shout "reloading" (or other language equivalent sentence) each time they reload their main weapon. The "reloading" shout is included in the faction related voices but it is part of those bf2 "unused" sounds which some people in the community already spoke about. To get around the issue, I replaced each weapon 3p "reload sound" with the following sound: "common_client.zip/Sound/English/Grunt/No_filter/AUTO_MOODGP_TM_reloading.ogg". This method works well on one side (I can clearly hear soldiers shouting "reloading" everytime the 3p reload animation is triggered) , on the other side the weapon keeps "linked" to one language, so if the weapon is taken by a MEC soldier (after soldier death), this last will shout in English instead of Arabic, which is not right. Is there any possibility to modify the weapon .tweak file so to identify the player faction and link the reloading sound to the player specific faction "voice"?
  7. Hi! I am trying to complete my XPACK based mod. It features 2 opposite factions, one composed by Terrorist, equipped with old weapons, the other one composed by a special police team (let's call it SWAT), equipped with more modern weapons and high technology "tools". I made the gas mask only available to SWAT team Special Force kit. Is there a way to get all soldiers wearing this kit automatically use the gasmask, without the option to activate it or not? In other terms, my target is: 1 - SWAT SF soldiers always wear the gas mask; 2 - this last is always visible, both in first person and third person 3 - teargas never affect soldiers wearing the SWAT SF kit I spent much time searching the XPACK mod folder, looking for a piece of code referred to the activation of the gas mask, but I could not find it. I am pretty sure there should be a kind of "IF..." condition (in the tweak codes or elsewhere) which I could modify to achieve the above target, but until now I was unsuccessful. Can anybody drive me to the right direction?
  8. Hi! I have a question regarding the navmesh process. My target is to get navmeshed some enterable buildings from xpack and a few custom mods. In a few maps I realized, I achieved that replacing (before starting navmesh) the buildings concerned with some simple statics from bf2 vanilla. The pictures here below give a good example of what I am speaking about: This method has some big limits though: 1) it takes too much time and patience 2) if more units of the building concerned are present on the map, you have to repeat the "replacement steps" as many times as the number of buidings placed 3) whenever you decide to even slightly move the original buildings (for the final map) all work is lost!!! In an attempt to find an alternative, I followed these steps: 1) OBJECT EDITOR - I created a bundle static made of some ramps and walls, which would be a simplified version of the building (I thought such bundle static would save my work for how many levels I want to navmesh in future) 2) LEVEL EDITOR - I replaced the buinding concerned with the bundle static, then launched the navemesh process ..but created bundle is not navmeshed as expected. In its place there is no navmeshed area, it looks like the bfeditor navmeshing engine just ignores bundle statics (as it does for the statics which miss COL3). Can anybody explain what I did wrong? Or is what I am trying to do simply impossible?
  9. Thanks Devilman, I read some of your posts in the past and am happy to see that such a modding community authority takes the time to try to help me.. You can find here below one of the GPO files where I had the issue.. Though I tried with different setups with no results. rem ********** Object Spawner ********** rem [ObjectSpawnerTemplate: CP_TV_car2] ObjectTemplate.create ObjectSpawner CP_TV_car2 ObjectTemplate.activeSafe ObjectSpawner CP_TV_car2 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setObjectTemplate 1 jep_nanjing ObjectTemplate.setObjectTemplate 2 jep_vodnik ObjectTemplate.minSpawnDelay 300 ObjectTemplate.maxSpawnDelay 400 ObjectTemplate.maxNrOfObjectSpawned 1 ObjectTemplate.teamOnVehicle 1 rem [ObjectSpawnerTemplate: CP_DISCO_car] ObjectTemplate.create ObjectSpawner CP_DISCO_car ObjectTemplate.activeSafe ObjectSpawner CP_DISCO_car ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setObjectTemplate 1 jep_nanjing ObjectTemplate.setObjectTemplate 2 jep_vodnik ObjectTemplate.minSpawnDelay 300 ObjectTemplate.maxSpawnDelay 400 ObjectTemplate.maxNrOfObjectSpawned 1 ObjectTemplate.teamOnVehicle 1 rem [ObjectSpawnerTemplate: CP_TV_eli] ObjectTemplate.create ObjectSpawner CP_TV_eli ObjectTemplate.activeSafe ObjectSpawner CP_TV_eli ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setObjectTemplate 1 che_wz11 ObjectTemplate.setObjectTemplate 2 che_wz11 ObjectTemplate.minSpawnDelay 300 ObjectTemplate.maxSpawnDelay 400 ObjectTemplate.maxNrOfObjectSpawned 1 ObjectTemplate.teamOnVehicle 1 rem [ObjectSpawnerTemplate: CP_TV_mitra] ObjectTemplate.create ObjectSpawner CP_TV_mitra ObjectTemplate.activeSafe ObjectSpawner CP_TV_mitra ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setObjectTemplate 1 us_bipod ObjectTemplate.setObjectTemplate 2 us_bipod rem [ObjectSpawnerTemplate: CP_TV_mitra2] ObjectTemplate.create ObjectSpawner CP_TV_mitra2 ObjectTemplate.activeSafe ObjectSpawner CP_TV_mitra2 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.setObjectTemplate 1 us_bipod ObjectTemplate.setObjectTemplate 2 us_bipod if v_arg1 == host rem [ObjectSpawner: CP_TV_car2] Object.create CP_TV_car2 Object.absolutePosition -491.321/84.302/-363.072 Object.rotation 180.000/0.000/0.000 Object.setControlPointId 1 Object.layer 1 rem [ObjectSpawner: CP_DISCO_car] Object.create CP_DISCO_car Object.absolutePosition -390.184/79.198/-212.166 Object.rotation 90.000/0.000/0.000 Object.setControlPointId 3 Object.layer 1 rem [ObjectSpawner: CP_TV_eli] Object.create CP_TV_eli Object.absolutePosition -503.394/117.200/-344.984 Object.rotation -24.700/0.000/0.000 Object.setControlPointId 1 Object.layer 1 rem [ObjectSpawner: CP_TV_mitra] Object.create CP_TV_mitra Object.absolutePosition -492.601/92.256/-331.275 Object.rotation 0.000/0.000/0.000 Object.setControlPointId 1 Object.layer 1 rem [ObjectSpawner: CP_TV_mitra2] Object.create CP_TV_mitra2 Object.absolutePosition -477.784/85.750/-388.536 Object.rotation 45.000/0.000/0.000 Object.setControlPointId 1 Object.layer 1 endIf rem ********** Spawn Points ********** rem [spawnPointTemplate: CP_TV_2] ObjectTemplate.create SpawnPoint CP_TV_2 ObjectTemplate.activeSafe SpawnPoint CP_TV_2 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.setSpawnPositionOffset 0/1.25/0 ObjectTemplate.setControlPointId 1 rem [spawnPoint: CP_TV_2] Object.create CP_TV_2 Object.absolutePosition -482.096/84.700/-391.965 Object.rotation 3.600/0.000/0.000 Object.layer 1 rem [spawnPointTemplate: CP_TV_3] ObjectTemplate.create SpawnPoint CP_TV_3 ObjectTemplate.activeSafe SpawnPoint CP_TV_3 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.setSpawnPositionOffset 0/1.25/0 ObjectTemplate.setControlPointId 1 rem [spawnPoint: CP_TV_3] Object.create CP_TV_3 Object.absolutePosition -480.557/115.820/-351.197 Object.rotation 98.053/0.000/0.000 Object.layer 1 rem [spawnPointTemplate: CP_TV_4] ObjectTemplate.create SpawnPoint CP_TV_4 ObjectTemplate.activeSafe SpawnPoint CP_TV_4 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.setSpawnPositionOffset 0/1.25/0 ObjectTemplate.setControlPointId 1 rem [spawnPoint: CP_TV_4] Object.create CP_TV_4 Object.absolutePosition -502.939/84.302/-355.073 Object.rotation 115.894/0.000/0.000 Object.layer 1 rem [spawnPointTemplate: CP_DISCO_1] ObjectTemplate.create SpawnPoint CP_DISCO_1 ObjectTemplate.activeSafe SpawnPoint CP_DISCO_1 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.setSpawnPositionOffset 0/1.25/0 ObjectTemplate.setControlPointId 3 rem [spawnPoint: CP_DISCO_1] Object.create CP_DISCO_1 Object.absolutePosition -375.395/79.150/-215.771 Object.rotation -49.200/0.000/0.000 Object.layer 1 rem [spawnPointTemplate: CP_DISCO_2] ObjectTemplate.create SpawnPoint CP_DISCO_2 ObjectTemplate.activeSafe SpawnPoint CP_DISCO_2 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.setSpawnPositionOffset 0/1.25/0 ObjectTemplate.setControlPointId 3 rem [spawnPoint: CP_DISCO_2] Object.create CP_DISCO_2 Object.absolutePosition -393.392/79.231/-226.324 Object.rotation -13.580/0.000/0.000 Object.layer 1 rem [spawnPointTemplate: CP_DISCO_3] ObjectTemplate.create SpawnPoint CP_DISCO_3 ObjectTemplate.activeSafe SpawnPoint CP_DISCO_3 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.setSpawnPositionOffset 0/1.25/0 ObjectTemplate.setControlPointId 3 rem [spawnPoint: CP_DISCO_3] Object.create CP_DISCO_3 Object.absolutePosition -329.169/79.300/-180.049 Object.rotation -100.500/0.000/0.000 Object.layer 1 rem [spawnPointTemplate: CP_DISCO_4] ObjectTemplate.create SpawnPoint CP_DISCO_4 ObjectTemplate.activeSafe SpawnPoint CP_DISCO_4 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.setSpawnPositionOffset 0/1.25/0 ObjectTemplate.setControlPointId 3 rem [spawnPoint: CP_DISCO_4] Object.create CP_DISCO_4 Object.absolutePosition -381.832/79.198/-129.923 Object.rotation 170.217/0.000/0.000 Object.layer 1 rem [spawnPointTemplate: CP_TV_1] ObjectTemplate.create SpawnPoint CP_TV_1 ObjectTemplate.activeSafe SpawnPoint CP_TV_1 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.setSpawnPositionOffset 0/1.25/0 ObjectTemplate.setControlPointId 1 rem [spawnPoint: CP_TV_1] Object.create CP_TV_1 Object.absolutePosition -416.601/79.198/-337.251 Object.rotation -100.032/0.000/0.000 Object.layer 1 rem [spawnPointTemplate: CP_TV_5] ObjectTemplate.create SpawnPoint CP_TV_5 ObjectTemplate.activeSafe SpawnPoint CP_TV_5 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.setSpawnPositionOffset 0/1.25/0 ObjectTemplate.setControlPointId 1 rem [spawnPoint: CP_TV_5] Object.create CP_TV_5 Object.absolutePosition -421.380/81.917/-311.490 Object.rotation -105.700/0.000/0.000 Object.layer 1 rem [spawnPointTemplate: CP_TV_6] ObjectTemplate.create SpawnPoint CP_TV_6 ObjectTemplate.activeSafe SpawnPoint CP_TV_6 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.setSpawnPositionOffset 0/1.25/0 ObjectTemplate.setControlPointId 1 rem [spawnPoint: CP_TV_6] Object.create CP_TV_6 Object.absolutePosition -490.637/85.300/-355.759 Object.rotation -38.500/0.000/0.000 Object.layer 1 rem [spawnPointTemplate: CP_DISCO_5] ObjectTemplate.create SpawnPoint CP_DISCO_5 ObjectTemplate.activeSafe SpawnPoint CP_DISCO_5 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.setSpawnPositionOffset 0/1.25/0 ObjectTemplate.setControlPointId 3 rem [spawnPoint: CP_DISCO_5] Object.create CP_DISCO_5 Object.absolutePosition -362.682/79.198/-227.710 Object.rotation -48.392/0.000/0.000 Object.layer 1 rem [spawnPointTemplate: CP_DISCO_6] ObjectTemplate.create SpawnPoint CP_DISCO_6 ObjectTemplate.activeSafe SpawnPoint CP_DISCO_6 ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.isNotSaveable 1 ObjectTemplate.setSpawnPositionOffset 0/1.25/0 ObjectTemplate.setControlPointId 3 rem [spawnPoint: CP_DISCO_6] Object.create CP_DISCO_6 Object.absolutePosition -314.647/79.283/-132.810 Object.rotation -124.900/0.000/0.000 Object.layer 1 rem ********** Control Points ********** rem [ControlPointTemplate: CP_TV] ObjectTemplate.create ControlPoint CP_TV ObjectTemplate.activeSafe ControlPoint CP_TV ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.setNetworkableInfo ControlPointInfo ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.setControlPointName CP_TV ObjectTemplate.radius 7 ObjectTemplate.team 2 ObjectTemplate.controlPointId 1 ObjectTemplate.timeToGetControl 30 ObjectTemplate.timeToLoseControl 30 ObjectTemplate.minNrToTakeControl 3 ObjectTemplate.hoistMinMax 0.2/0.9 rem [ControlPointTemplate: CP_DISCO] ObjectTemplate.create ControlPoint CP_DISCO ObjectTemplate.activeSafe ControlPoint CP_DISCO ObjectTemplate.modifiedByUser "Federico" ObjectTemplate.setNetworkableInfo ControlPointInfo ObjectTemplate.isNotSaveable 1 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Mesh ObjectTemplate.setControlPointName CP_DISCO ObjectTemplate.radius 15 ObjectTemplate.team 1 ObjectTemplate.controlPointId 3 ObjectTemplate.timeToGetControl 30 ObjectTemplate.timeToLoseControl 30 ObjectTemplate.minNrToTakeControl 3 ObjectTemplate.hoistMinMax 0.2/0.9 if v_arg1 == host rem [ControlPoint: CP_TV] Object.create CP_TV Object.absolutePosition -497.097/91.693/-334.013 Object.layer 1 rem [ControlPoint: CP_DISCO] Object.create CP_DISCO Object.absolutePosition -401.354/79.198/-193.365 Object.layer 1 endIf CombatAreaManager.use 0 rem ****** CombatAreaManager.timeAllowedOutside 10.000000
  10. Hi all, is this forum still alive? I can't believe that there is no "Senior" modder here capable to give a few suggestions.. At least, I would like to understand if what I aim to is just impossible. In that case, I would rather get rid of the wrench tool in my mod. Thanks in advance to all members willing to help.
  11. My mod is almost complete but I can’t figure out how to resolve the following issue. In order to prevent each team from accessing the opposite team vehicles, I included the “teamonvehicle 1” line in “Gameplayobjects” files and modified vehicles tweak so to include the “dontClearTeamOnExit” line (to prevent crash, as explained in a few threads here..). Everything works fine until engineer bots ruin it all: if a vehicle gets damaged, they proudly draw their wrench and start repairing it, no matter what team the vehicle belongs to. I also saw bots beeing killed in a heroic attempt to repair the opposite team vehicle :-) Is there a way to make engineer bots ignore enemy vehicles and only repair their team ones? I hope somone from the modding community could help me..
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