Author Topic: FH2 Modding Q&A  (Read 144144 times)

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #555 on: 07-06-2013, 09:06:10 »
Which code do I need to edit to make bots NOT use grenades?

Offline gavrant

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Re: FH2 Modding Q&A
« Reply #556 on: 07-06-2013, 12:06:02 »
Turkish, for every grenade, open its weapon template (.tweak) in a text editor and delete the line which starts with ObjectTemplate.aiTemplate.

Mudzin, https://www.google.com/search?q=memory+sanity+check+site%3Abfeditor.org. Good luck!

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #557 on: 07-06-2013, 12:06:19 »
Thanks :D

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #558 on: 07-06-2013, 14:06:09 »
@Gavrant: I've searched many topics and the main solution was to use bf2 debugger or look into the logs in order to find the corrupted file.... I can't use the debugger for fh2 and dont know by what program I can open this bin log files, any ideas?

Edit: Ok, removing overgrowth folder fixed this, but I just want to know what exactly caused the error, just for the future...
« Last Edit: 07-06-2013, 14:06:40 by Mudzin »

Offline gavrant

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Re: FH2 Modding Q&A
« Reply #559 on: 07-06-2013, 14:06:41 »
Have you tried the FH2 debugger (search for the "Forgotten Hope 2 debugger" text in the message)?
After you run it, check the ...\mods\fh2\Logs folder, it should contain a couple of huge .log files which can be viewed in a text editor.

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #560 on: 07-06-2013, 19:06:39 »
Ok, thanks. I forgot that I already downloaded this some time ago...  ::)

I launched it, but no error popped out at 15%... Strange... There were some errors (I think nothing serious) later, but not at 15%...

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #561 on: 13-06-2013, 19:06:16 »
What should I do in order to add Fallshirmjaeger helmets? I copied lines from PHL init.con and soldiers still have standard helmets...

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #562 on: 13-06-2013, 20:06:45 »
Where can I find the Giarabub ambientsounds? I cant find them between the other map files.

EDIT: Nevermind, found what I wanted.
« Last Edit: 13-06-2013, 20:06:35 by Turkish007 »

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #563 on: 14-06-2013, 18:06:57 »
The progress of creating a map is going well, but i came across a problem.

Also, i did initiate all the items in things in the  "mod manager\editor content", and i did correctly unzipped the files in common/objects/shaders etc...
Seems that the vehicles did not come up. :-\

« Last Edit: 14-06-2013, 18:06:49 by Roughbeak »

Offline KJ7

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Re: FH2 Modding Q&A
« Reply #564 on: 14-06-2013, 19:06:59 »
yep thats common roughbreak.. just continue and then change the vehicles within the tweaker bar.

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #565 on: 16-06-2013, 15:06:35 »
You guys may have forgotten but,

How do you put that "Kidplane" into a map? I do know i need to replace an airplane (for an example in Keren the "Hawker Hardy").
That kidplane is in the fh2\objects\vehicles\for_kids

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #566 on: 16-06-2013, 15:06:44 »
As far as I know you have to change the spawner:

For example, lets use El Alamein. go to mods/fh2/levels/el_alamein

then open server.zip, GameModes/[whatever game mode you want, I say select gpm_cqq]/64/gmaeplayobjects.con

now, in gameplayobjects.con, you have to find the spawn of a plane, to assure you have a good taxi and take-off. Oh hey, there is a Stuka spawner right there:

Code: [Select]
rem ********** Object Spawner **********
rem [ObjectSpawnerTemplate: CP_64_Alamein_AxisHQ_DE_GB_LightbomberPlane]
ObjectTemplate.create ObjectSpawner CP_64_Alamein_AxisHQ_DE_GB_LightbomberPlane
ObjectTemplate.activeSafe ObjectSpawner CP_64_Alamein_AxisHQ_DE_GB_LightbomberPlane
ObjectTemplate.modifiedByUser "Kevin"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ju87d1_trop
ObjectTemplate.minSpawnDelay 90
ObjectTemplate.maxSpawnDelay 100
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 5
ObjectTemplate.teamOnVehicle 1

You have to change the ju87d1_trop to the name of the kiddy plane file. Once you're done, save and go start a local server. Lets see what it looks like  ;D If you encounter any errors, dunno what to do. Hope someone experienced helps you next time.

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #567 on: 16-06-2013, 15:06:48 »
Well i changed the code and packed it..still nothing ;D
Here i did the map Battle of Keren/CQ/64 (replacing the Hawker Hardy). If you find any errors..well. ;)

Code: [Select]
rem [ObjectSpawnerTemplate: conq_64_british_mainbase_plane]
ObjectTemplate.create ObjectSpawner conq_64_british_mainbase_plane
ObjectTemplate.activeSafe ObjectSpawner conq_64_british_mainbase_plane
ObjectTemplate.modifiedByUser "Ramon"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 kidplane
ObjectTemplate.teamOnVehicle 1
« Last Edit: 16-06-2013, 15:06:50 by Roughbeak »

Offline gavrant

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Re: FH2 Modding Q&A
« Reply #568 on: 16-06-2013, 16:06:04 »
Here's the way that worked for me: unpack the Keren's server.zip to a temporary folder, in ...\GameModes\gpm_cq\64\GamePlayObjects.con replace 'hardy' with 'kidplane' in the 'conq_64_british_mainbase_plane' spawner, zip the temporary server folder back, and...



Basically, it's what Turkish said and what you, Roughbeak, tried to do.
« Last Edit: 16-06-2013, 17:06:35 by gavrant »

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #569 on: 16-06-2013, 17:06:32 »
Aww, tha is a cute thing xD