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M42 Zwilling

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About M42 Zwilling

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  1. M42 Zwilling

    Bergerkiller's Modding Tools

    The links to the full LPP Collection are down. Go here instead: https://dl.dropbox.com/u/3681706/LPP%20Collection.zip
  2. M42 Zwilling

    Battlefield 2 Pre-Release Differences

    Look what's in mods/bf2/Settings/Profiles/Default/GeneralOptions.con: rem *** Generated *** PlayerName= game.setConnection 2 game.setToolTip 0 game.setRadioToolTip 1 game.setCrossHairColor 256.000000 256.000000 0.000000 game.setStaticMinimap 1 game.setMinimapTransparency 20 game.setSkirmishPercentageOfBots 150 game.setSkirmishPercentageOfCpu 20 game.setCampaignPercentageOfBots 150 game.setCampaignPercentageOfCpu 20 game.setRadioToolTipColor 0.700000 0.700000 0.700000
  3. M42 Zwilling

    Dise Announcement

    Yeah, I noticed too, it's back up now though. This looks awesome. I hope you release it at some point.
  4. M42 Zwilling

    Need Help With Revive Script

    Mach10, I misunderstood you at first and replaced every period with a space, causing a CTD. But once I figured out I where I was supposed to put the spaces, it worked like a charm. Thanks to both of you.
  5. M42 Zwilling

    Need Help With Revive Script

    I'm trying to replicate the Project Reality style revive via Python, where reviving a player only restores them to partial heath. I haven't touched Python previously and I really have no idea what I'm doing. Here's what I tried: In mods/bf2/python/game, I opened __init__.py and pasted in the following: import revivescript revivescript.init() Then I created a .py file named revivescript.py and put in the following code: import bf2 import host def init(): host.registerHandler('PlayerRevived', onPlayerRevived) onPlayerRevived(attacker, victim): #show in log player.getDefaultVehicle().setDamage(10) After selecting a map and attempting to load it, I get this message: Debug assertion failed! Version: 1.1.2965-797.0 Build date:2006-9-26 17:53 Module: Python File: D:\Aphrodite\BF2_1.4\Code\BF2\Game\Python\PythonHost.cpp Line: 281 Text: bf2 init_module failed: Current confile: So how can I get this script to work?
  6. M42 Zwilling

    Battlefield 3 Informations Overflood

    It has been confirmed that at the moment, DICE doesn't plan to release modding tools. Here's the video where this was said:
  7. BF3 Fault Line Episode 3 -

  8. M42 Zwilling

    A Bunch Of Problems

    Problem 38: I changed the speed soldiers walk in Objects_server.zip\soldiers\common\Common.con. Soldiers do walk slower, but when I sprint, it doesn't show the running animation for handheld weapons. How can this be fixed? Problem 39: It seems that the AI selects different kits depending on the map, i.e. I see more bots with AT kits on some maps, and more bots with medic kits on others. Is this just an illusion, or am I right? If I am right, how do I change with ones they pick the most?
  9. M42 Zwilling

    A Bunch Of Problems

    I am getting an error message when trying to start up the BF2 Editor. I select my mod, then wait. After a few seconds I get this error message: EditorMemory.dll: all alloc attempts failed for size 562288775 I started up the BF2 Editor successfully earlier today. I can start it up okay in other mods. How do I fix this? EDIT Never mind, I removed some archives that were causing me trouble in-game, and that seems to have fixed this problem too.
  10. M42 Zwilling

    A Bunch Of Problems

    Okay, so WindAffectionFactor won't work for what I'm trying to do. But what about a ForceObject like the ones used to make helicopter spin when damaged in Project Reality: rem *** Generated with Bf2Editor.exe [created: 2005/3/21 14:16] ObjectTemplate.activeSafe EffectBundle e_dstate_heli_tailspin ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.createdInEditor 1 ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 rem ------------------------------------- ObjectTemplate.addTemplate e_dstate_heli_tailspin_Force rem ------------------------------------- ObjectTemplate.setStartOnEffects 0 ObjectTemplate.setStopOnEffects 0 ObjectTemplate.timeToLive CRD_NONE/-1/0/0 ObjectTemplate.randomAgeFactor CRD_NONE/1/0/0 ObjectTemplate.startAtCreation 1 ObjectTemplate.speedFromPhysics 0 ObjectTemplate.create ForceObject e_dstate_heli_tailspin_Force ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.rotationalForce 14/0/0 ObjectTemplate.force 14 ObjectTemplate.constantForce 14 ObjectTemplate.onlyWhenOccupied 1 I tried that. It didn't work. sv.serverName "Battlefield 2" sv.password "" sv.internet 0 sv.serverIP "" sv.serverPort 16567 sv.welcomeMessage "" sv.punkBuster 0 sv.allowFreeCam 1 sv.allowExternalViews 1 sv.allowNoseCam 1 sv.hitIndicator 1 sv.maxPlayers 64 sv.numPlayersNeededToStart 1 sv.notEnoughPlayersRestartDelay 15 sv.startDelay 15 sv.endDelay 15 sv.spawnTime 15 sv.manDownTime 500 sv.endOfRoundDelay 15 sv.ticketRatio 100 sv.roundsPerMap 10 sv.timeLimit 0 sv.scoreLimit 0 sv.soldierFriendlyFire 100 sv.vehicleFriendlyFire 100 sv.soldierSplashFriendlyFire 100 sv.vehicleSplashFriendlyFire 100 sv.tkPunishEnabled 1 sv.tkNumPunishToKick 3 sv.tkPunishByDefault 1 sv.votingEnabled 1 sv.voteTime 90 sv.minPlayersForVoting 2 sv.teamVoteOnly 1 sv.gameSpyPort 29900 sv.allowNATNegotiation 0 sv.interfaceIP "" sv.autoRecord 0 sv.demoIndexURL http:// sv.demoDownloadURL http:// sv.autoDemoHook "adminutils/demo/rotate_demo.exe" sv.demoQuality 1 sv.adminScript "default" sv.timeBeforeRestartMap 30 sv.autoBalanceTeam 0 sv.teamRatioPercent 100 sv.coopBotRatio 50 sv.coopBotCount 16 sv.coopBotDifficulty 50 sv.voipEnabled 1 sv.voipQuality 3 sv.voipServerRemote 0 sv.voipServerRemoteIP "" sv.voipServerPort 55125 sv.voipBFClientPort 55123 sv.voipBFServerPort 55124 sv.voipSharedPassword "" sv.useGlobalRank 1 sv.useGlobalUnlocks 1 sv.sponsorText "" sv.sponsorLogoURL "" sv.communityLogoURL "" sv.radioSpamInterval 6 sv.radioMaxSpamFlagCount 6 sv.radioBlockedDurationTime 30 sv.friendlyFireWithMines 0
  11. M42 Zwilling

    A Bunch Of Problems

    Problem 37: Is it possible to add current or wind to a map? A ForceObject might work, but how do I make it so big it covers the whole map, and will it significantly degrade performance?
  12. M42 Zwilling

    A Bunch Of Problems

    It didn't work. Now I have to wait 40 seconds to respawn, instead of staying alive 40 seconds. Here's my AIDefault.ai, in case I did something wrong: echo ***************************************************************************************** echo AIDefault.ai **************************************************************************** echo ***************************************************************************************** REM *** The amount of bots and bot skill used ingame *** aiSettings.setMaxNBots 47 aiSettings.setBotSkill 0.8 aiSettings.setAutoSpawnBots 1 REM *** Don't change the lines below *** aiSettings.setInformationGridDimension 32 aiSettings.setNSides 2 aiSettings.overrideMenuSettings 1 aiSettings.maxBotsIncludeHumans 0 sv.spawnTime 15 sv.manDownTime 40 run BotNames.ai run AIPathFinding.ai run ..\settings\SinglePlayerSettings.con
  13. M42 Zwilling

    A Bunch Of Problems

    I had been looking for that file, thanks. I sucessfully removed it. What about the other three problems?
  14. M42 Zwilling

    A Bunch Of Problems

    Thanks, it worked. Problem 33: I'm having trouble with mortars. I copied the deployable mortar from AIX 2.0 into my mod. It seems to work fine until I try to fire it. Then it crashes without an error message. I also imported the M125, which is a vehicle with a mortar in the back, from USI. It also crashes when I try to fire it. How do I fix this? Problem 34: How do I remove the flag icons for CPs (not the minimap icons, but the ones you see in vanilla BF2 when you look towards a flag)? Problem 35: How can I make it possible for critically wounded players to live for longer than 15 seconds? I still want to have the option to respawn in 15 seconds, I just don't want to die if I decide to wait longer for a medic rather than respawning. Problem 36: How can I remove the minimap in the upper right corner of the screen? I still want to be able to bring it up by pressing my M key.
  15. M42 Zwilling

    A Bunch Of Problems

    Problem 32: I have set accurate muzzle velocities for handheld weapons in my mod. But this gets annoying in weapons with low muzzle velocities because the bullet drops so significantly. Is there a way I can keep the accurate muzzle velocity, but reduce or remove the bullet drop?