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Deleting default 4 CPs

Posted: Wed Jul 11, 2007 4:47 pm
by Smoosh
I want to make a new map, but without the default CPs, etc. how can i get a totally blank map.

I've tried going to Terrain, Create New Terrain, but I can never put textures on it, i just get black on gray!

Please help, thanks.

RE: Deleting default 4 CPs

Posted: Wed Jul 11, 2007 5:31 pm
by (701)Flame{H}
I'm not sure if this helps but
"Adding new CPs to your map

Since most of you will want to have more than just the 4 default CPs in conquest, here is a quick tutorial on how to add more CPs to your map.

The key things that every CP needs in Conquest:

SpawnPath - This is where you will spawn if you select this CP
CaptureRegion - The region that you need to be inside in order to capture the CP
ControlRegion - This region controls vehicle spawns, more on this later

The first thing you need to do is open the editor, and open your new world. Continuing with the example of ABC, go to \BF2_ModTools\data_abc\ and run zeroeditor.exe from here. Once the editor is loaded, click the LOAD button, and browse to your map (\BF2_MofTools\data_abc\worlds\ABC\world1\ABC.wld)

The first thing you’ll see when you go to load up your map is the Load Layers dialog. For the sake of keeping things clean, and simple, always click Select All and make sure all the layers are loaded. You can hide layers later if you want to, but it’s best if they are all always loaded.

As an aside, there is a checkbox at the bottom called Build accurate object collision. What this does, is builds auto-generated collision for all the objects, based on the actual mesh. I would recommend using this, as it makes placing, selecting, and manipulating objects MUCH easier. Otherwise, the editor will use a bounding box for collision which makes selecting objects a pain, and it makes placing objects on top of other objects much more difficult.

Once you’ve clicked Select All and check the box to build accurate object collision, click OK.

Now, at the top-middle of the screen, you’ll see a section called Active Layer, with a button underneath it that says CHANGE. Click that button, and it will take you into the layers dialog. Click on conquest and then close that window.

Now you’re going to want to go into Object edit mode.

Click on the Object edit mode button.

On the left side of the screen, you’ll see:


Click the Browse button. Browse to the following location: \BF2_ModTools\data_abc\common\odfs, and select com_bldg_controlezone

The browse dialog will automatically close, and you be back in your editor view. Drag your mouse around the 3D view, and notice there is now a small object that is always under your mouse cursor. This is the CP object. Simply click on a spot on the terrain and it will place a new CP object in your level.

Now that the CP is placed, we need to set up the name of the CP, and a few other things like what spawn path it will use, and what capture region it will use.

Click on the Select button on the upper-left part of the Object edit panel. Move your mouse cursor over the CP object you just placed, and you’ll see it turns green when the mouse cursor is over it. Click on it, and it will turn blue. This means the CP is now selected.

Now that you have the CP selected, we need to change it’s name. I recommend keeping with the naming scheme that we used in the template files, so your new CP should be named cp5 (as we already have CPs 1 through 4 that were automatically placed when you created your level). I also recommend always using lower case in anything you type in any of these fields, just because it eliminates the possibility of having mis-matched capitalization across associated objects.

So let’s name this CP, cp5. Simply click on the auto-generated name in the name field, which will highlight the name, type your new name, and hit enter.

Next, click on the 0 in the Team field, enter a 1, or 2, and hit enter. This makes this CP belong to team 1, or 2, whichever you select, at the beginning of the match.

The Label field isn’t really important, so you can just leave it blank.

Notice also, that once the CP is selected, you’ll notice some new information has appeared in the Object Instance box on the right side of the Zero interface.



The fields we want to modify are the CaptureRegion, ControlRegion, and SpawnPath fields.

In the Capture"

RE: Deleting default 4 CPs

Posted: Wed Jul 11, 2007 5:31 pm
by YankFan1950
u can't sorry but just remove them and the lines in the scripts

it's a default setting