Author Topic: FH2 Modding Q&A  (Read 143219 times)

Offline fh_spitfire

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Re: FH2 Modding Q&A
« Reply #375 on: 05-03-2012, 10:03:35 »

Offline vandrewhun

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Re: FH2 Modding Q&A
« Reply #376 on: 06-03-2012, 17:03:40 »
thx, but the links for samples aren't good--->404 forbidden

Offline kummitus

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Re: FH2 Modding Q&A
« Reply #377 on: 07-03-2012, 00:03:53 »
That tutorial is like god knows how old so the dl links are wrong

http://fhpubforum.warumdarum.de/index.php?topic=1804.0

There you find up to date links.
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Offline vandrewhun

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Re: FH2 Modding Q&A
« Reply #378 on: 07-03-2012, 15:03:02 »
thx:D

Offline ballard44

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Re: FH2 Modding Q&A
« Reply #379 on: 03-05-2012, 08:05:32 »
I've ran into a weird one.
I'm editing a map for COOP play and everything plays fine, but objects are respawning faster than I've set them to respawn.
I've set them to...
Quote
ObjectTemplate.minSpawnDelay 9999
ObjectTemplate.maxSpawnDelay 9999
...so once destroyed they would be out indefinitely.
But in timing them, they are respawning in about 5 to 6 minutes.

I've also tried setting them to 1200, 1800, etc and the same thing happens.
And PCOs with lower respawn times are fine.

I've edited numerous other GPOs in other mods and never had an issue.
Is there something else (Python or another file, maybe?) that controls this in FH2?




Offline mopskind

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Re: FH2 Modding Q&A
« Reply #380 on: 12-05-2012, 12:05:46 »
Quick question, does BF2 engine support two side textured faces/polygons?ß
« Last Edit: 12-05-2012, 15:05:54 by mopskind »

Offline mopskind

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Re: FH2 Modding Q&A
« Reply #381 on: 12-05-2012, 17:05:52 »
*shameless bump*

Offline psykfallet

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Re: FH2 Modding Q&A
« Reply #382 on: 21-05-2012, 19:05:14 »
Can someone point me where I can find real world height data (strm hgt files) for north europe
nvm found it again


BFEWAW Y U CHANGE FORUM ADRESS ALL TIME?
« Last Edit: 21-05-2012, 19:05:19 by psykfallet »



Offline Michael Z Freeman

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Re: FH2 Modding Q&A
« Reply #383 on: 28-05-2012, 19:05:53 »
Does anyone have a copy of "bf2_gui_debugging.zip", if this is still the way to debug Python ?

This was referenced on the Battlefield Technical Wiki ...

Quote
The New Method: Simple and good method for bf2 python debugging is the gui debugger. Especially if you start the bf2.exe in window mode (for error popups) cause with the gui debugger you debug live. Simply download the file (3kb) and copy the included files to your Battlefield 2 Installfolder\python\bf2\ and overwrite the existing __init__.py (a backup is also included in the download). http://rapidshare.com/files/277404959/bf2_gui_debugging.zip

Offline psykfallet

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Re: FH2 Modding Q&A
« Reply #384 on: 13-08-2012, 12:08:56 »
anyone else get this message everytime you load up the editor? any way to get rid of it?



Offline 9.Pz-Div. Günther

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Re: FH2 Modding Q&A
« Reply #385 on: 16-08-2012, 00:08:51 »
Hi all, can anyone tell me where I can find the engine sounds of the tanks in FH2? In which file they are located? I can't find them anywhere.

Thanks a lot in advance.

Offline psykfallet

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Re: FH2 Modding Q&A
« Reply #386 on: 17-08-2012, 23:08:24 »
objects_vehicles_client.zip/vehicles/land/common/sound



Offline Lupin

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Re: FH2 Modding Q&A
« Reply #387 on: 23-08-2012, 22:08:31 »
Anyone know where the spotlight_pr projectile files are at? I've looked in all of the usual places, and even some unusual ones, but haven't found a single reference to it outside of the spotlights vehicle file.

Offline McCloskey

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Re: FH2 Modding Q&A
« Reply #388 on: 29-08-2012, 00:08:13 »
GUYS, is there any way to have different 3p animations for lower body with different weapons? I just realized it might actually prevent me from doing the pistol animation the way I want it to be.

Offline fh_spitfire

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Re: FH2 Modding Q&A
« Reply #389 on: 29-08-2012, 12:08:05 »
Anyone know where the spotlight_pr projectile files are at? I've looked in all of the usual places, and even some unusual ones, but haven't found a single reference to it outside of the spotlights vehicle file.

Code: [Select]
fh2/Objects/Weapons/Emplaced/common/Spotlight/spotlight.tweak:184:ObjectTemplate.create GenericProjectile spotlight_pr
If you mean the effect settings:
Code: [Select]
fh2/Objects/Effects/weapons/muzzleflashes/emitters/e_spotlight/e_spotlight_pr.tweak
« Last Edit: 29-08-2012, 12:08:42 by FH2-spitfire »