trainmaster611's Modding Questions
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t551
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"1 I tried to put in the com_weap_veh_ord file inot my Data_TFA...yadayada...odf folder and it said it was already there. Strange. I replaced it anyway"
Yes, I know that it is already there. In visualmunge, there is a drop-down box selection. Click on it, and then choose the "EVERYTHING" option, and then munge your world. (Gross oversimplication alert - *woop* *woop*) Basically, the game desn't realise that those assets exist until they have been munged, and that is why the game is saying that it cannot find "com_weap_veh_beam_ord", it is an odf from the common side.
Yes, I know that it is already there. In visualmunge, there is a drop-down box selection. Click on it, and then choose the "EVERYTHING" option, and then munge your world. (Gross oversimplication alert - *woop* *woop*) Basically, the game desn't realise that those assets exist until they have been munged, and that is why the game is saying that it cannot find "com_weap_veh_beam_ord", it is an odf from the common side.
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But I'm puting republic assault ships and hailfires and ATTE's, and MTT's, and spider walkers, and...well you get the idea :raider:Hebes24 wrote:The conquest layer in ZE is for all conquest modes, CW or GCW. it doesn't matter.
All the CW vehicles are showing up on ZE so it can't possibly come up on both maps!
Munging...Munging...there should be a button for munging faster
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Hebes24
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Off-topic: huh? Where's that rule Yodasoda??

Text in red is very important info
Text in orange is my own input.
Thankfully, the Getting started doc explains how to do this, so I don't have to. If you have trouble understanding anything, please post any questions.But I'm puting republic assault ships and hailfires and ATTE's, and MTT's, and spider walkers, and...well you get the idea
All the CW vehicles are showing up on ZE so it can't possibly come up on both maps! . How would I know if I'm editing CW or GCW???
Text in red is very important info
Text in orange is my own input.
Vehicle Spawns
In this section I’ll go over (as promised) the process of adding a vehicle into your map.
Open Zero Editor, and open your map. (Remember to run zero editor from inside your mod directory, \BF2_ModTools\data_ABC\zeroeditor.exe )
The first thing you need to understand about adding vehicles to your level is that all vehicles are added with the same object in the editor. With that in mind, let’s continue.
First, you’ll need to go to Object edit mode. Once in object edit mode, click on Browse.
This will open the browse window. Browse to \BF2_ModTools\data_ABC\common\odfs\com_item_vehicle_spawn.odf
Once you select this object, you will be brought back to the Object edit mode. To place the vehicle spawn, click on Place and simply click on the terrain where you want to place your vehicle spawn. You should now have an object in your level that looks like this:
(a picture of a little arrow on the terrain)
This is your vehicle spawn. The arrow indicates which direction the vehicle will be facing when it spawns in.
Select your vehicle spawn (click Select and then click on the vehicle spawn) and you’ll see the Object Instance box appear to the right. It looks something (exactly like, actually) this:
(Just look at the bar on the right that says "object instance" (no Quotes) on the top)
The first parameter, ControlZone refers to what CP this vehicle is associated to. The value that should be entered here is the name of the CP, NOT THE NAME OF THE CONTROL REGION, that you want this vehicle to be associated to. For example, cp1, or cp5. NOT cp1_control, or cp5_control.
(NOTE: The Vehicle Spawn mustbe in the same layer as the CP it is associated with.)
The second parameter specifies how many of these vehicles you want to spawn from this vehicle spawn. I recommend always keeping this set to 1, and just add more vehicle spawns if you want more vehicles at a given CP.
ExpireTimeEnemy specifies how long a vehicle will sit idle, un-manned once the enemy has taken over the associated CP, before the vehicle will begin to decay.
ExpireTimeField specifies how long a vehicle will sit idle, un-manned in the field once it has left it’s control region.
DecayTime specifies how long a vehicle will take to decay and self-destruct once the expire time has been reached.
The vehicle that will spawn from this vehicle spawn is determined by what you enter in the Class fields. For example, if you wanted this vehicle spawn to spawn a rebel combat speeder when the rebels own this CP, you would enter all_hover_combatspeeder into the ClassAllATK field. This is assuming that the rebels are set as team 1. Whether a team is ATK or DEF is determined by what team they are set as. ATK will spawn vehicles when that team is set as team 1, DEF will spawn vehicles if that team is set as team 2. (by default, REP and IMP are ATK, ALL and CIS are DEF.)
Note: 2 values that are no longer used are ClassHisATK and ClassHisDEF. Entering values in this field will accomplish nothing, so….just don’t bother.
If you click Page DN you’ll see that there are more Class fields. As another example, if you want this vehicle spawn to spawn an ATST on a map where the rebels are team 1, and the empire is team 2, then you would click Page DN and enter imp_walk_atst into the ClassImpDEF field.
You can also have vehicle spawns spawn vehicles when either team owns the CP. If this is the case, you could enter both all_hover_combatspeeder under ClassAllATK AND imp_walk_atst under ClassImpDEF.
Additionally, you can use a vehicle spawn to spawn vehicles for both eras, you just need to specify the vehicle classes in the corresponding Class parameters. (this is the answer to your question)
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Gunjak
Im not very helpful on these forums normally but you seem like an alright person so here gos, first of all, the space objects (such as capitol ships, hangars etc anything from the space folder are not always gonna work on land maps , i finished a map a while back and it were pretty good, i started updating it , so i added a capitol ship but then my map would stop working, i got rid of the capitol ship and it would work again,
the odfs can be as close as you want them to be to each other so dont move em around.
There you have it

the odfs can be as close as you want them to be to each other so dont move em around.
There you have it
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Hebes24
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Gunjak
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Hebes24
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"Additionally, you can use a vehicle spawn to spawn vehicles for both eras, you just need to specify the vehicle classes in the corresponding Class parameters. (this is the answer to your question)"
"so i added a capitol ship but then my map would stop working, i got rid of the capitol ship and it would work again,
the odfs can be as close as you want them to be to each other so dont move em around."
Thanks guys that really helped a lot! :greeny: Obviously I put in the vehicles the wrong way. I'll delete the vehicles and capitol ships (for now) and then munge with EVERYTHING slected under sides and then I'll test the map. Unfortunately, I'm not allowed to play my game on the weekdays so I'll have to sneek one past my parents (at least to see if the map opens
) . And yes, I did ask a question about capitol ships at the beginning of this forum.
*NOTE*: The hurricane makes land-fall tomorrow so I may not have power to communicate the results. :evil:
EDIT
UPDATE: I think we got a lot further this time
. This time the map loaded and I selected my team (which was republic) but when I clicked "Spawn", it crashed
. GAAAAH!!! What could I have done wrong???? :evil:
EDIT2
Later:Ok I ran BF2 modtools thingy from within the Gamedata folder (U know with the green screen and all) and I got just as far as before (spawning) before it crashed. Now I have a new BFront2 Notepad thingy. This time I found 4 Message Severity: 3 alerts
:
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_geoturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, tur_bldg_geoturret, that does not have an .odf file associated with it
Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "all_droid_R2D2_exp" missing effect "small_explosion"
Message Severity: 3
.\Source\EntityDroid.cpp(1543)
Droid "all_droid_R2D2" weapon 1 "all_weap_inf_fusioncutter" not found
These were the only ones out of a million Message Severity: 2 warnings. What exactly should I do? :atatpilot:
"so i added a capitol ship but then my map would stop working, i got rid of the capitol ship and it would work again,
the odfs can be as close as you want them to be to each other so dont move em around."
Thanks guys that really helped a lot! :greeny: Obviously I put in the vehicles the wrong way. I'll delete the vehicles and capitol ships (for now) and then munge with EVERYTHING slected under sides and then I'll test the map. Unfortunately, I'm not allowed to play my game on the weekdays so I'll have to sneek one past my parents (at least to see if the map opens
*NOTE*: The hurricane makes land-fall tomorrow so I may not have power to communicate the results. :evil:
EDIT
UPDATE: I think we got a lot further this time
EDIT2
Later:Ok I ran BF2 modtools thingy from within the Gamedata folder (U know with the green screen and all) and I got just as far as before (spawning) before it crashed. Now I have a new BFront2 Notepad thingy. This time I found 4 Message Severity: 3 alerts
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "tur_bldg_geoturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, tur_bldg_geoturret, that does not have an .odf file associated with it
Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "all_droid_R2D2_exp" missing effect "small_explosion"
Message Severity: 3
.\Source\EntityDroid.cpp(1543)
Droid "all_droid_R2D2" weapon 1 "all_weap_inf_fusioncutter" not found
These were the only ones out of a million Message Severity: 2 warnings. What exactly should I do? :atatpilot:
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Rekubot
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You also need to have the turret mentioned in the LUA under the ReadDataFile for the side.
The folders are pretty self explanatory, you should be able to find that turret in data_***\sides\tur\odf. (*** = 3 letter Mod ID ) If it is not, then look in assets\sides\tur\odf and copy the odf from there. then copy the turret's msh file, msh.option file, and texture (tga file) from assets\sides\tur\msh.
Then put the odf in data_***\sides\tur\odf and the other stuff in data_***\sides\tur\msh.
Munge common and the tur side and that's it!
In any side, odf files go in the odf folder, mshs, msh.option and tga's go in msh, effects go in effects, reqs in req. When in doubt, loook at the folder structure in assets.
The folders are pretty self explanatory, you should be able to find that turret in data_***\sides\tur\odf. (*** = 3 letter Mod ID ) If it is not, then look in assets\sides\tur\odf and copy the odf from there. then copy the turret's msh file, msh.option file, and texture (tga file) from assets\sides\tur\msh.
Then put the odf in data_***\sides\tur\odf and the other stuff in data_***\sides\tur\msh.
Munge common and the tur side and that's it!
In any side, odf files go in the odf folder, mshs, msh.option and tga's go in msh, effects go in effects, reqs in req. When in doubt, loook at the folder structure in assets.
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Hebes24
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I'm pretty sure R2-D2 was not finished. If he is a droid that is going to repair vehicles, then I suggest using the com_item_vehiclerecharge droid found in data***\common\odfs. However, if you want this object to work ingame, you need to do this:
1. Copy the com_item_vehiclerecharge.odf, and com_inf_rechargedroid_exp.odf from data***\common\odfs.
2. Make a new folder named "odf" (no quotes) in data_***\Worlds\*** and paste those odfs in there.
3. copy com_item_vehicalrecharge.msh, com_item_vehicalrecharge_dst.msh (what it looks like destroyed), and com_item_vehicalrecharge.tga from data***\common\mshs.
4. Make a new folder named "msh" (no quotes) in data_***\Worlds\*** and paste those files in there.
5. Put it in your map like any other object, save munge, then test it by damaging an empty vehicle, getting in it, and driving up next to it and stopping. If your vehicle slowly gets repaired, then it works!
Also, you do not need to give the droid a fusioncutter it is the same as the health and ammo droids, It automatically gives you repairs\health\ammo, depending on which droid it is.
If it is supposed to vbe a vehicle that you drive around repairing things, then you need to do some serious odf coding, which I do not know how to do.
1. Copy the com_item_vehiclerecharge.odf, and com_inf_rechargedroid_exp.odf from data***\common\odfs.
2. Make a new folder named "odf" (no quotes) in data_***\Worlds\*** and paste those odfs in there.
3. copy com_item_vehicalrecharge.msh, com_item_vehicalrecharge_dst.msh (what it looks like destroyed), and com_item_vehicalrecharge.tga from data***\common\mshs.
4. Make a new folder named "msh" (no quotes) in data_***\Worlds\*** and paste those files in there.
5. Put it in your map like any other object, save munge, then test it by damaging an empty vehicle, getting in it, and driving up next to it and stopping. If your vehicle slowly gets repaired, then it works!
Also, you do not need to give the droid a fusioncutter it is the same as the health and ammo droids, It automatically gives you repairs\health\ammo, depending on which droid it is.
If it is supposed to vbe a vehicle that you drive around repairing things, then you need to do some serious odf coding, which I do not know how to do.
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Thanx Hebes, now I know what to do (and I just wanted the astro droids for the overall battlefield effect, not to actaully repair vehicles). But unfortunately I can't do any of that at the moment. Every time I open my map and click "spawn" the game carshes!
I know what's wrong so I'll get back to u guys when I fix it (but my map may be rather barren...)
EDIT
I don't get it. I just don't get it :3dcp: . I deleted everything that was giving me a problem and when I open my map, it STILL crashes!!! :evil: . Everything said Message Severity: 2! What am I doin wrong!?!?!?!?!? :emp:
EDIT
I don't get it. I just don't get it :3dcp: . I deleted everything that was giving me a problem and when I open my map, it STILL crashes!!! :evil: . Everything said Message Severity: 2! What am I doin wrong!?!?!?!?!? :emp:
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