Hi guys! I am having some trouble changing the model ammo canister model for this new one im trying to impliment.
Here is what I have in that odf folder in the C:\BF2_ModTools\data_XXX\Common\odfs path.
I should mention the power up works fine in game but it will not read my custom model by the name "AmmoPack". It keeps using the vanilla canister model. And I put my msh files in this dictionary "C:\BF2_ModTools\data_XXX\Common\mshs". Suggestions?
You can practically delete everything in it except what you put in it. The msh goes in the model section. and the tga in the texture (make sure it's platform=pc) one (I think).
Then after the munge just copy the ingame.lvl from C:\BF2_ModTools\data_***\_LVL_PC and put it in you three letter map name in the addon folder.
don't forget to add what I have in red to your LUA
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
do you make a new map with these new ammo canister??
If not and it's more an side mod you need to name the canister the way the vanila one is called and read the ingame.lvl BEFORE the stock one in the lua file.
Here is visual of me attempting these steps. Still could not get it to work, but maybe someone can point out what i did wrong. I have a feeling ill need to re-record with audio....
my mod's lua is dea1x_con, so jimmyangler, I took both your's and WULFMAN's advice and made the ingame scipt short and added the model and tga to it like marth suggested. Also in dea1x_con i added that dc:ingame thing above the orginal one. I think i might have not shown that in the video, i could be wrong.
Edit: I also prior to this video put the ingame.lvl file into the _LVL_PC_ in the map folder in the addon. That didnt seem to change either. Remunging with WULFMAN's suggestion.
Last edited by TWINKEYRUNAWAY on Wed Jan 29, 2014 8:24 pm, edited 1 time in total.
TWINKEYRUNAWAY wrote:Also in dea1x_con i added that dc:ingame thing above the orginal one.
If this is indeed the case, then there's your problem. The stock ingame is being loaded after yours, and overwriting it. Flip them around so that the dc:ingame is below the original one.
The issue isn't the model... in fact you don't even need to list it in the ingame.req
What you are adding is a custom odf, since you are changing the geometry name.
So... Your req should look like:
TWINKEYRUNAWAY wrote:Also in dea1x_con i added that dc:ingame thing above the orginal one.
If this is indeed the case, then there's your problem. The stock ingame is being loaded after yours, and overwriting it. Flip them around so that the dc:ingame is below the original one.
Actually the original one isn't overwriting it, the top is dominant (besides textures). So make sure that you load the custom ingame before the original.
Also don't forget to copy it to the addon folder once you munge