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DogmanSlayer
02-01-2006, 02:46 AM
Hi all

I am trying to fix a map by removing the parachutes too make for better play.

Does anyone know if this is possible?

I have checked the GamePlayObjects.com and int.com but can't find any reference too it?

Thankz

grolsche
02-01-2006, 10:27 AM
The parachute code is contained within the player code, you would have to make a seperate mod to change this.

Croupier
02-01-2006, 05:10 PM
You can mod it into the map. Same theory applies to my custom skin tutorial (http://www.totalbf2.com/forums/showthread.php?t=51548) except you will be adding only the kit's .con files to the Objects_server.zip

Rem out this line in all the kit's .con files:
ObjectTemplate.addTemplate ParachuteLauncher
So it looks like this:
rem ObjectTemplate.addTemplate ParachuteLauncher

DogmanSlayer
02-01-2006, 11:22 PM
You can mod it into the map. Same theory applies to my custom skin tutorial (http://www.totalbf2.com/forums/showthread.php?t=51548) except you will be adding only the kit's .con files to the Objects_server.zip

Rem out this line in all the kit's .con files:
ObjectTemplate.addTemplate ParachuteLauncher
So it looks like this:
rem ObjectTemplate.addTemplate ParachuteLauncher

Sweet Croupier

You are the man, just what I was looking for, now too bring back the good old days from BF42 DC.... No more Halo, No more jumping from multipul high story builds in consecutive bounds using your multi parachute.

Next question would be if the Python coding would allow for only 1 depolyment of the parachute while you are alive, when spawned back in you get another???

Thanks very much

grolsche
02-02-2006, 12:30 AM
In the same way you do the above, go into the weapons con files and look for a file under handheld called parachute launcher and change this:

ObjectTemplate.ammo.nrOfMags -1
ObjectTemplate.ammo.magSize -1

to..
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 1

Enjoy.

DogmanSlayer
02-06-2006, 03:46 PM
You can mod it into the map. Same theory applies to my custom skin tutorial (http://www.totalbf2.com/forums/showthread.php?t=51548) except you will be adding only the kit's .con files to the Objects_server.zip

Rem out this line in all the kit's .con files:
ObjectTemplate.addTemplate ParachuteLauncher
So it looks like this:
rem ObjectTemplate.addTemplate ParachuteLauncher

Hi Croupier

I have my skins imported via your instructions and it works great but I am still having problems with removing hte parachutes.
I have followed your instruction but the map will load the standard class.con files instead of my removed parachute ones in my Object_Server.zip

The only thing I have not done is add the prefix onto the end of the original file name as I am playing with the .con files instead of the dds files.

There is one component missing and I can't work it out. In the int.com file, do we need to make reference to these new files like we did with the dds suffix?

Any assistance will much much appreciated.

I am trying to get permission from the SAS Klan too use there Village_Lost map.
I have already included our Australian Allied Forces skins, {Aussie & Afghan}
Ingame flags have been changed as well as the wining national anthems.
You will also see our UH60 skin.
Just need to get the parachutes removed and permission to release and I will be releasing it ASAP.

DogmanSlayer
02-18-2006, 03:28 PM
The FIX

Create a folder inside the Server.zip called objects.

Inside this folder create 2 more folders called..mec....us....

Now you need to copy your class .con files from your original bf2/Objects_Server.zip {\BF2\mods\bf2\Objects_server\Kits\US & Mec}

Open each of these files and change the following text to stop a crash to desktop conflict.
The very first line has to be change from this.....
ObjectTemplate.create Kit US_Assault
too this
ObjectTemplate.create Kit US_Assault_p

Then you can alter what you want within the kit make up. In this case we want to remove the ParachuteLauncher.
By typing in the "rem" remarks we have stopped this line of code from being run.
rem -------------------------------------
ObjectTemplate.addTemplate USRIF_M203
ObjectTemplate.addTemplate USRGL_M203
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate hgr_smoke
ObjectTemplate.addTemplate kni_knife
ObjectTemplate.addTemplate UnlockUSAssault
ObjectTemplate.addTemplate UnlockUSAssault2
rem ObjectTemplate.addTemplate ParachuteLauncher
rem -------------------------------------

Save the file.

You must do this to each class that you want to add for both armies.

Next we must open the init.con file in the server.zip.

Two changes needed in here, first being the introduction of our new class files.
You will need to type the following lines into the same position as below. {See blue writing}

rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sky.con BF2Editor
run Editor\GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\Village_Lost\
run Overgrowth\Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run tmp.con v_arg1
Undergrowth.load Levels\Village_Lost\
run Overgrowth\Overgrowth.con
run Overgrowth\OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run Objects\MEC\MEC_Assault.con
run Objects\MEC\MEC_Specops.con
run Objects\MEC\MEC_Medic.con
run Objects\MEC\MEC_Support.con
run Objects\MEC\Mec_AT.con
run Objects\MEC\Mec_Sniper.con
run Objects\MEC\Mec_Engineer.con
run Objects\US\US_Assault.con
run Objects\US\US_Specops.con
run Objects\US\US_Medic.con
run Objects\US\US_Support.con
run Objects\US\US_AT.con
run Objects\US\US_Sniper.con
run Objects\US\US_Engineer.con

endIf


The second part is to afix the sufix onto our new classes. {See blue writing below}


rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "MEC"
gameLogic.setTeamName 2 "US"

gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "English"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_mec"
gameLogic.setTeamFlag 2 "flag_us"

gameLogic.setKit 1 0 "MEC_Specops_p" "mec_light_soldier"
gameLogic.setKit 2 0 "US_Specops_p" "us_light_soldier"

gameLogic.setKit 1 1 "MEC_Sniper_p" "mec_light_soldier"
gameLogic.setKit 2 1 "US_Sniper_p" "us_light_soldier"

gameLogic.setKit 1 2 "MEC_Assault_p" "mec_heavy_soldier"
gameLogic.setKit 2 2 "US_Assault_p" "us_heavy_soldier"

gameLogic.setKit 1 3 "MEC_Support_p" "mec_heavy_soldier"
gameLogic.setKit 2 3 "US_Support_p" "us_heavy_soldier"

gameLogic.setKit 1 4 "MEC_Engineer_p" "mec_light_soldier"
gameLogic.setKit 2 4 "US_Engineer_p" "us_light_soldier"

gameLogic.setKit 1 5 "MEC_Medic_p" "mec_light_soldier"
gameLogic.setKit 2 5 "US_Medic_p" "us_light_soldier"

gameLogic.setKit 1 6 "MEC_AT_p" "mec_heavy_soldier"
gameLogic.setKit 2 6 "US_AT_p" "us_heavy_soldier"

Save the file.

Repackage everthing and run.

Now your map controls what loadouts the players get rather than the mod.

Do not reload the map into the editor or you will loose all reference to the new class.con files and will have to start from scratch.

Hope this helps anyone else looking to get this feature working as it took me 3 weeks to peice all this together.

wolfi
02-18-2006, 05:58 PM
wtf rly? Does it work with weapons and such?

DogmanSlayer
02-19-2006, 02:57 AM
Roger that

Change your class loadout for your map.

I have even added our Aussie skins to the map - So now my remake map has ....

Aussie Skins
Afghan Skins
Flags for both
Aussie Blackhawk skins
And now no parachute.

It is almost ready for release...