Author Topic: FH2 Modding Q&A  (Read 143660 times)

Offline Darman

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Re: FH2 Modding Q&A
« Reply #405 on: 08-12-2012, 12:12:10 »
NOTE: same is posted in FH2.45 Mapping files [Files] thread but I found out it would fit better here. Sorry for thread crossing double post.

Hey, brief question,

is there a tutorial/ the needed files for fh2.45 SP mapping included in this thread?
Because Ive got a bunch of old custom maps and all of them wont work with 2.45 as there are no calsses to choose shown on Level start and when I click join the game crashes to desktop.

Id like to convert those maps to 2.45 compatible but cant find out how. I tried repacking with python as described here but it had no effect.

Offline radiosmersh

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Re: FH2 Modding Q&A
« Reply #406 on: 08-12-2012, 19:12:55 »
Which you tried to fix? Tournament or ordinary ones? Look here:http://fhpubforum.warumdarum.de/index.php?topic=18066.0. I have repacked pretty a lot of maps.

Offline Darman

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Re: FH2 Modding Q&A
« Reply #407 on: 09-12-2012, 12:12:59 »
The point is that Ive got a lot of maps I customized myself (classes to choose, capturable cps, which cp is hold by which faction, vehicle spawns, weapon kit spawns etc) for coop (Bot support!)experience with my friends. But since 2.45 they wont work anymore as there are no classes to choose in the spawn screen and the game will crash when I try to spawn.

So I'd like to know how to fix this. I did some research by comparing the maps with 2.45 examples but I cant find the clue. Could one give me a hand on this?

Offline Darman

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Re: FH2 Modding Q&A
« Reply #408 on: 13-12-2012, 20:12:53 »
Whats up people I know there is a way to do this so please share it with me!

0utlaw

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Re: FH2 Modding Q&A
« Reply #409 on: 13-12-2012, 20:12:39 »
http://fhpubforum.warumdarum.de/index.php?topic=1804.0


2.45 requires use of fh2 packing scripts for the kits.

Offline Darman

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Re: FH2 Modding Q&A
« Reply #410 on: 14-12-2012, 15:12:39 »
Thats exactly what I do.

For example I choose the custom map "bloody_gulch", unpack the server.zip and client.zip and delete them. Now all the unpacked stuff lies in front of me. I update the init.con and replace old classnames by new ones, here taken from "st_lo_breakthrough/server.zip/init.con".
Next I move all the map packing scripts to mods/fh2 and run "pack-map.py".
cmd opens up and asks me the maps name. I type bloody_gulch and hit enter.
After a short while its done and there are new server.zip and client.zip files.
I run fh2, launch the map in coop, it is loading, I hit join the game and voila - there are still no soldier classes to choose from. I try to spawn and the game crashes.

What did I do wrong?

0utlaw

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Re: FH2 Modding Q&A
« Reply #411 on: 14-12-2012, 19:12:49 »
Make sure there is a tmp.con file within the unpacked map. There are lines of code that are produced in that file for the kits after packing the map. Hopefully that will help.
« Last Edit: 14-12-2012, 19:12:01 by 0utlaw »

Offline Darman

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Re: FH2 Modding Q&A
« Reply #412 on: 14-12-2012, 22:12:11 »
Thats it! tmp.con did it. Thanks a lot man you really made my day.

Offline Lupin

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Re: FH2 Modding Q&A
« Reply #413 on: 25-12-2012, 12:12:20 »
I'm getting a CTD when I team lock trucks/civ trucks because the enemy bots still try to enter them.

I've checked the vehicle files, and ai files, but haven't found anything related to vehicle locking. Is there any way to make trucks (civ truck in particular) properly team locked?
« Last Edit: 25-12-2012, 12:12:12 by Lupin »

Offline |7th|Nighthawk

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Re: FH2 Modding Q&A
« Reply #414 on: 25-12-2012, 19:12:40 »
Do you mean Zombies trying to steal your tank? ^^
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Offline Lupin

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Re: FH2 Modding Q&A
« Reply #415 on: 26-12-2012, 01:12:45 »
Do you mean Zombies trying to steal your tank? ^^

The code works fine for tanks, it's just civ trucks, jeeps, and other things that aren't normally locked that cause the crash.

Edit:

Nevermind, trying out the "ObjectTemplate.dontClearTeamOnExit 1" code now.
« Last Edit: 26-12-2012, 06:12:46 by Lupin »

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #416 on: 31-12-2012, 18:12:32 »
Is it possible to do something like this in the BF2 engine?


Offline |7th|Nighthawk

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Re: FH2 Modding Q&A
« Reply #417 on: 02-01-2013, 11:01:28 »
Why shouldn't it?
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Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #418 on: 02-01-2013, 11:01:51 »
Why shouldn't it?

Well, there is an Arctic Warfare mod which was planning to have these, but they gave up because the lead developer told me it cant be done. I'm looking for a proof to tell that guy that it can be done and should be because it looks fucking awesome!

Offline |7th|Nighthawk

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Re: FH2 Modding Q&A
« Reply #419 on: 02-01-2013, 11:01:08 »
Well, I am not a modder but the M3A1 or the Hanomag have tracks and wheels. Why shouldn't it be possible to make tracks at the front too?
"I'm sorry Dave, I'm afraid I can't do that..."