Some Questions
Moderator: Moderators
- IronJaw
- Sergeant Major

- Posts: 225
- Joined: Tue Jul 14, 2009 8:33 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Look behind you, I'm with four other ninjas
Some Questions
Questions:
1) Is there a list of valid .option commands?
2) How do you designate an area as “landable” (i.e. on top of a .msh)
3) If the above is invalade, how would you get a ship to land in a hanger that is part of a .msh ship in space?
4) If the above isn’t possible would you just place a hanger from an existing asset?
5) If I created a map called “Maps R fun” (MAP.wld) and mapped it. Could I create a second map called “Tuskans At Daybreak” (TAD.wld) and rename the MAP.wld, the MAPc_con.lua, etc. and past them in their respective folders in the data_TAD assets? It would seem practical, as long as all used assets on the map are also contained in the TAD directory.
6) Is there a limit to how may control points that can be on a map?
1) Is there a list of valid .option commands?
2) How do you designate an area as “landable” (i.e. on top of a .msh)
3) If the above is invalade, how would you get a ship to land in a hanger that is part of a .msh ship in space?
4) If the above isn’t possible would you just place a hanger from an existing asset?
5) If I created a map called “Maps R fun” (MAP.wld) and mapped it. Could I create a second map called “Tuskans At Daybreak” (TAD.wld) and rename the MAP.wld, the MAPc_con.lua, etc. and past them in their respective folders in the data_TAD assets? It would seem practical, as long as all used assets on the map are also contained in the TAD directory.
6) Is there a limit to how may control points that can be on a map?
-
mswf
- Master Bounty Hunter

- Posts: 1674
- Joined: Tue Mar 31, 2009 3:40 pm
- Location: Twello, The Netherlands
- Contact:
Re: Some Questions
I strongly recommend you to search around a bit more and then ask questions about what you didn't understand.
Hints:
1. (check "partial hits") search for "list of .option"
2. search around in the DMI forum with the term "landable"
3. search for "Flyer spines"
4. no, that won't work
5. Try it out, back up your original and see what happens for yourself
6. yes, in the FAQ, look for "BF2 limitations", it should be around there somewhere
Hints:
1. (check "partial hits") search for "list of .option"
2. search around in the DMI forum with the term "landable"
3. search for "Flyer spines"
4. no, that won't work
5. Try it out, back up your original and see what happens for yourself
6. yes, in the FAQ, look for "BF2 limitations", it should be around there somewhere
- IronJaw
- Sergeant Major

- Posts: 225
- Joined: Tue Jul 14, 2009 8:33 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Look behind you, I'm with four other ninjas
Re: Some Questions
No exactly what I was looking for, but far enough.
I don't reall yahve all that much time anymore to go surfing forums. Sorry about that.
Thanks for the tips.
Thanks for the tips.
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: Some Questions
That's what Search is for.IronJaw wrote:I don't reall yahve all that much time anymore to go surfing forums.
IronJaw wrote:Questions:
1) Is there a list of valid .option commands?
Not that I know of.
2) How do you designate an area as “landable” (i.e. on top of a .msh)
Landing region. FAQ Thread.
3) If the above is invalade, how would you get a ship to land in a hanger that is part of a .msh ship in space?
AI can't land.
4) If the above isn’t possible would you just place a hanger from an existing asset?
Sure, but AI still can't land.
5) If I created a map called “Maps R fun” (MAP.wld) and mapped it. Could I create a second map called “Tuskans At Daybreak” (TAD.wld) and rename the MAP.wld, the MAPc_con.lua, etc. and past them in their respective folders in the data_TAD assets? It would seem practical, as long as all used assets on the map are also contained in the TAD directory.
Why not just relocalize the MAP one?
6) Is there a limit to how may control points that can be on a map?
FAQ Thread --> BF2 Limitations.
- IronJaw
- Sergeant Major

- Posts: 225
- Joined: Tue Jul 14, 2009 8:33 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Look behind you, I'm with four other ninjas
Re: Some Questions
For the landing part I was looking more for how to land on a custom .msh.
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: Some Questions
....Fly over it and press land?
- IronJaw
- Sergeant Major

- Posts: 225
- Joined: Tue Jul 14, 2009 8:33 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Look behind you, I'm with four other ninjas
Re: Some Questions
in a space map? It won't let me......
-
kinetosimpetus
- Imperial Systems Expert

- Posts: 2381
- Joined: Wed Mar 25, 2009 4:15 pm
- Projects :: A secret project
Re: Some Questions
Fiodis wrote:Landing region. FAQ Thread.IronJaw wrote:2) How do you designate an area as “landable” (i.e. on top of a .msh)
- IronJaw
- Sergeant Major

- Posts: 225
- Joined: Tue Jul 14, 2009 8:33 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Look behind you, I'm with four other ninjas
Re: Some Questions
Ok, I found that, now I surched the FAQ thread, but can't find anyting about foliage. I've tried to use the foliage tool in ZE, but nothing. I've also placed some withthe object tool, but they are impassable, and block lazer shots. (and are slightly to large for what I wanted) I've looked throug the ZE part of the FAQ thread, but no go. I thought I remember a guide on foliage........ I'm not at my modding computer at the moment, but I'll check the Documentation folder when I get back...... Till then, anyone have any links to a guide?
- Fiodis
- Master of the Force

- Posts: 4145
- Joined: Wed Nov 12, 2008 9:27 pm
- Projects :: Rannoch + Tientia + Tools Programming
Re: Some Questions
It's in the stock docs.
- IronJaw
- Sergeant Major

- Posts: 225
- Joined: Tue Jul 14, 2009 8:33 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Look behind you, I'm with four other ninjas
Some Questions MkIII
Ok, so I looked through the documents but only found a reference to the .prp files. I get what the .prp files are, but why my levels don't use the .prp files I don't know. I have a ABC.prp file, but no foliage..... I have found that certain bushes are passable, and how to place rings of grass with the obj. tool. So that's nice, but I would rather not have to place 100 or so rings of grass with the odj. tool.
EDIT: Ok, people, I know I might be slightly annoying, but I can wack myself up side tha' head for stupidity, unleaase I know I have fallen into the hole of stupidity...... 'Cuz I'm sure I have over looked something important............. But I need someone to point it out....... 'cuz I over looked it......
EDIT2
Ok, so I place a bunch of Yavin 4 buildings and walls on the ground. (Level designation 0) Made sure all objects were on the right level. (0) Everything looks perfect, even when I zoom in on ZE. But while playing, some of the buildings are hovering off the ground. Not high enough to throw a grenade under, but high enough to know it's not right. Any thoughts?
EDIT: Ok, people, I know I might be slightly annoying, but I can wack myself up side tha' head for stupidity, unleaase I know I have fallen into the hole of stupidity...... 'Cuz I'm sure I have over looked something important............. But I need someone to point it out....... 'cuz I over looked it......
EDIT2
Ok, so I place a bunch of Yavin 4 buildings and walls on the ground. (Level designation 0) Made sure all objects were on the right level. (0) Everything looks perfect, even when I zoom in on ZE. But while playing, some of the buildings are hovering off the ground. Not high enough to throw a grenade under, but high enough to know it's not right. Any thoughts?
