Author Topic: FH2 Modding Q&A  (Read 143458 times)

Offline [F|H]Taz18

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Re: FH2 Modding Q&A
« Reply #150 on: 26-12-2009, 20:12:07 »
Place a Pick-up Medic kit from the same set.

Offline Heinrich (Mr.Uniwersum_GER)

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Re: FH2 Modding Q&A
« Reply #151 on: 26-12-2009, 22:12:38 »
how can I build that the german models are gs skins but I cant place an gs medic kit .
EDIT: ok I have found it but the editor places it into the default layer and than if I want to start the map the game crashed at loading the objects.
« Last Edit: 27-12-2009, 02:12:46 by Heinrich »


Offline [F|H]Taz18

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Re: FH2 Modding Q&A
« Reply #152 on: 27-12-2009, 02:12:45 »
All gameplay objects should be in a layer other than Default.

Offline Heinrich (Mr.Uniwersum_GER)

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Re: FH2 Modding Q&A
« Reply #153 on: 27-12-2009, 18:12:26 »
Please look at the picture what did I wrong the game crashed.


Offline fh_spitfire

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Re: FH2 Modding Q&A
« Reply #154 on: 27-12-2009, 19:12:32 »
@Heinrich: ONLY kits prefixed with "pickup" (those in "Spawnable" folder) can be placed on map via spawner. Standart kits will crash the game and/or server. You should use "GW_PickUpMedicP08" kit. Unfortunately there's no GS pickup medickit, but it's easy to set-up one if you don't want the GW one:

Code: [Select]
include ../geoms.con
ObjectTemplate.create Kit GS_PickUpMedicP08_custom
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.networkableInfo KitInfo
ObjectTemplate.kitType Assault
ObjectTemplate.aiTemplate Assault
ObjectTemplate.geometry GS_kits
ObjectTemplate.geometry.kit c_kit_medic
ObjectTemplate.geometry.dropGeom c_drop_medic
ObjectTemplate.collisionMesh kit_collision
ObjectTemplate.physicsType Point
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.mapMaterial 0 material 76
ObjectTemplate.dropHeadwear helmet
ObjectTemplate.cullRadiusScale 2.4

rem -------------------------------------
ObjectTemplate.addTemplate P08-i3
ObjectTemplate.addTemplate k98bayonet_knife
ObjectTemplate.addTemplate dressing_de-8-i4
rem -------------------------------------

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair

ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName "HUD_TEXT_MENU_SPAWN_KIT_ASSAULT"
ObjectTemplate.vehicleHud.miniMapIcon "Ingame\Kits\Icons-FH2\kit_Sniper_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon "Ingame\Kits\Icons-FH2\kit_Sniper.tga"
ObjectTemplate.vehicleHud.pantingSound S_SprintBreath
ObjectTemplate.vehicleHud.injurySound S_Injury
ObjectTemplate.vehicleHud.vehicleType 7

ObjectTemplate.sprintStaminaDissipationFactor 1.0

rem ---BeginComp:Radio ---
ObjectTemplate.createComponent Radio
ObjectTemplate.Radio.spottedMessage "infantry_spotted"
rem ---EndComp ---
I doubt if there's any difference though.


As for the rifle in the player's head... Make sure that EVERY kit on side (except medic kits) is of the same "army". I mean, for example, all allied BA and all axis GS. And appropriate NCO kit at last spawn option is mandatory! Period.
« Last Edit: 27-12-2009, 19:12:27 by Spit »

Offline Heinrich (Mr.Uniwersum_GER)

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Re: FH2 Modding Q&A
« Reply #155 on: 27-12-2009, 21:12:45 »
It dosent work with the GW_PickUpMedicP08 kit the game crashed in the same way . :-\ And I have only An GA_PickUpMedicP08 Kit in the spawner.


Offline fh_spitfire

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Re: FH2 Modding Q&A
« Reply #156 on: 28-12-2009, 11:12:34 »
On what percentage of loading does it crash? What error the game gives when run in windowed mode?

Offline Heinrich (Mr.Uniwersum_GER)

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Re: FH2 Modding Q&A
« Reply #157 on: 28-12-2009, 14:12:13 »
In this error message its the gs kit but its the same with the gw kit.


Offline samnadine

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Re: FH2 Modding Q&A
« Reply #158 on: 28-12-2009, 15:12:19 »
I thought it was a joke, but then I saw your computer has this font type lol  ::)

Offline Heinrich (Mr.Uniwersum_GER)

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Re: FH2 Modding Q&A
« Reply #159 on: 29-12-2009, 00:12:11 »
No it isnt a joke its my font that I have changed because its cool  ;).


Offline fh_spitfire

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Re: FH2 Modding Q&A
« Reply #160 on: 29-12-2009, 16:12:04 »
Doble, no, three times check that you don't have any non-static objects in default layer. Especially the medic kit.

Offline Paasky

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Re: FH2 Modding Q&A
« Reply #161 on: 29-12-2009, 17:12:53 »
Doble, no, three times check that you don't have any non-static objects in default layer. Especially the medic kit.
Exactly, the error is telling you what the error might be yet you don't check what it says?

You have a lot to learn young Padawan Heinrich.
It's half naked people on boats. That's all.
Here in Finland we call that "summer".

Offline Heinrich (Mr.Uniwersum_GER)

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Re: FH2 Modding Q&A
« Reply #162 on: 30-12-2009, 00:12:21 »
Yes I know that I have a lot to learn so thanks for the answers I want to check it .


Offline pheeph

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Re: FH2 Modding Q&A
« Reply #163 on: 30-12-2009, 21:12:44 »
has anyone experienced massive framerate slowdowns in the editor when lightmapping those FH2.2 objects?  After lightmapping my framerate went down to 0.1 FPS

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #164 on: 06-01-2010, 01:01:10 »
OK, I have asked these questions in my map thread, but jsut in case not everbody reads it (;)) I ill repeat them here:
- How do I make trees show up on the minimap?
- How do I give the flags proper, not-code-mumbojumbo names?
- How do I add light sources like lamps etc?
- How do I make it so that only the 64 player version is selectable in the map menu?