Author Topic: FH2 Modding Q&A  (Read 143215 times)

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #75 on: 30-09-2009, 16:09:13 »
did you extract both the static_objects_client.zip & static_objects_server.zip into a folder in your mods/fh2 directory called objects?

Yes, done that.

Offline Aggroman

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Re: FH2 Modding Q&A
« Reply #76 on: 30-09-2009, 19:09:02 »
Any way to get rid of those blue boxes around spawnable objects?

Picture -> http://img1.abload.de/img/blueboxd3er.jpg

No one here who can help me?

azreal

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Re: FH2 Modding Q&A
« Reply #77 on: 30-09-2009, 20:09:42 »
@Ts4EVER: did you load up everything in the editor using the mod manager?

@Aggroman: no, they are to specify that the object is an object spawner.

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #78 on: 01-10-2009, 10:10:30 »
@Ts4EVER: did you load up everything in the editor using the mod manager?

Dunno, I just loaded "fh2" in the thing that pops up when you start the editor. I noticed that bf2 statics are missing as well  ???

azreal

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Re: FH2 Modding Q&A
« Reply #79 on: 01-10-2009, 13:10:58 »
scroll to the bottom of this tutorial and do that step.
http://fenring.bf1942.cl/tutorials/

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #80 on: 01-10-2009, 13:10:38 »
Aww crap how could I forget that *hits table with head*

Offline Torenico

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Re: FH2 Modding Q&A
« Reply #81 on: 04-10-2009, 23:10:38 »
I would like to make a good minimap.

Im Aachen, most of the objects are not shown in minimap. The city, wich is heavily WiP, shows only one building and all of its streets on Minimap. Some Roads will dissapear, trees are missing.

Now, for making a good minimap and fix these errors, what do i need?



Offline ESFAndy011

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Re: FH2 Modding Q&A
« Reply #83 on: 05-10-2009, 02:10:25 »
Hey guys, just joined here. Hope someone can help me out.

It's not that much of a big deal, but aesthetically it's a mess. Here's the thing, I thought I'd start learning something about the coding in bf2, so I figured I'd start with the guns. I made a gun shoot less bullets per minute, but for the life of me I just can't figure out how to make the fire sound looping match the fire speed itself.

I'm never gonna understand why the hell they implemented such a feature... :-\ meh probably to make it still sound cool if it gets choppy lol.

And if you can, it'd be great if you could link me to a tutorial or something that could guide me through the rest of the cool stuff I could do. :)

Thanks in advanced. ;)

Peace.

Offline kettcar

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Re: FH2 Modding Q&A
« Reply #84 on: 05-10-2009, 17:10:15 »
short question: have somebody a DL Link for the Editor Helper?

Offline Aggroman

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Re: FH2 Modding Q&A
« Reply #85 on: 05-10-2009, 17:10:41 »

Offline kettcar

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Re: FH2 Modding Q&A
« Reply #86 on: 05-10-2009, 18:10:16 »
Schankedön  ;D

Offline pheeph

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Re: FH2 Modding Q&A
« Reply #87 on: 05-10-2009, 22:10:12 »
I have this team setup for Boot Camp:

gameLogic.setTeamName 1 "DE"
gameLogic.setTeamName 2 "US"

gameLogic.setTeamLanguage 1 "FH2German"
gameLogic.setTeamLanguage 2 "FH2American"

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

gameLogic.setKit 1 0 "GW_Scout" "gw_heer_spaher"
gameLogic.setKit 2 0 "UW_Scout" "uw_light_soldier"

gameLogic.setKit 1 1 "GW_RifleAssault" "gw_heer_gewehr"
gameLogic.setKit 2 1 "UW_RifleAssault" "uw_light_soldier"

gameLogic.setKit 1 2 "GW_SMGAssault_Limited" "gw_heer_maschinenpistole"
gameLogic.setKit 2 2 "UW_SMGAssault_Limited" "uw_heavy_soldier"

gameLogic.setKit 1 3 "IA_RiflemanK98" "ia_light_soldier"
gameLogic.setKit 2 3 "BW_RifleAssault" "bw_light_soldier"

gameLogic.setKit 1 4 "IA_Limited_Assault_Beretta38_K98" "ia_light_soldier"
gameLogic.setKit 2 4 "BW_SMGAssault_Limited" "bw_light_soldier"

gameLogic.setKit 1 5 "GW_RifleAssault" "gw_heer_gewehr"
gameLogic.setKit 2 5 "UW_RifleAssault" "uw_light_soldier"

gameLogic.setKit 1 6 "GW_NCO" "gw_heer_unteroffizier"
gameLogic.setKit 2 6 "UW_NCO" "uw_nco_soldier"

I intend to put a mix of Italian and German models on the Axis side, and American and British models on the Allied side.  Since I keep hearing about this bug where handheld weapons end up in the wrong areas of the player model (head and belly for example...), I made two types medic object spawners so far.  One for German and American, and another for British and Italian.  How many of these should I put into the map?

Offline ESFAndy011

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Re: FH2 Modding Q&A
« Reply #88 on: 06-10-2009, 05:10:16 »
Hey guys, just joined here. Hope someone can help me out.

It's not that much of a big deal, but aesthetically it's a mess. Here's the thing, I thought I'd start learning something about the coding in bf2, so I figured I'd start with the guns. I made a gun shoot less bullets per minute, but for the life of me I just can't figure out how to make the fire sound looping match the fire speed itself.

If you could help me out here I'd be greatly appreciated.

Offline Torenico

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Re: FH2 Modding Q&A
« Reply #89 on: 14-10-2009, 07:10:10 »
So another wall in a open ground..


I made a quick map, and i want to pack it up and test it with a few friends.

I know the steps to pack, load map, get into Mod>PackMod>packlevel.

But it wont pack all the files, just a few. It does makes Client and Server Rars but, thats all.

What i am doing wrong?