Author Topic: FH2 Modding Q&A  (Read 143662 times)

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #570 on: 16-06-2013, 18:06:53 »
I tried it, still did not work.
Perhaps you can show the code (kidplane)..? ;D

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #571 on: 16-06-2013, 18:06:48 »
I don't understand your problem, you simply select the Hawker and change it by selecting kidplane from the left bar...

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #572 on: 16-06-2013, 18:06:44 »
I don't either, its just that it does not work for me.

Offline gavrant

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Re: FH2 Modding Q&A
« Reply #573 on: 16-06-2013, 18:06:44 »
I tried it, still did not work.
Perhaps you can show the code (kidplane)..? ;D
Well, the code in GamePlayObjects.con is exactly the same as you posted above:
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
As for the kidplane's code, it's unaltered 2.45 kidplane.
That means that the problem is not in code but somewhere else. Try a clean vanilla 2.45 copy in case you had broken something in your modding copy?

I don't understand your problem, you simply select the Hawker and change it by selecting kidplane from the left bar...
True men don't use BF2Editor for tasks like replacement of one vehicle with another :P

Offline radiosmersh

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Re: FH2 Modding Q&A
« Reply #574 on: 16-06-2013, 18:06:16 »
There is an easier way to do this without editor. Navigate to battle_of_keren folder, open server.zip. Then go to Gamemodes and choose gamemode you want to edit. Then open GameplayObjects.con, replace "hardy" with "kidplane" and save. But don't forget to make a backup of your server.zip
Forget, gavrant already posted this while I was typing.
« Last Edit: 16-06-2013, 18:06:29 by RADIOSMERSH »

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #575 on: 16-06-2013, 21:06:26 »
Toddel made that so his kids could fly around on the maps IIRC.

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #576 on: 17-06-2013, 05:06:34 »
I was thinking what might be the problem:
I have been using "Watchtower's sound mod" which alters the "clientarchives.con".
Do you think that altering the "clientarchives.con" would make a difference or cancel out the modding part?  ???
« Last Edit: 17-06-2013, 05:06:34 by Roughbeak »

Offline Watchtower1001

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Re: FH2 Modding Q&A
« Reply #577 on: 18-06-2013, 02:06:59 »
My sound mod alters the clientarchives.con but does not cause any mapping errors.

As I am working on several maps ... I can say quite readily I can compile with no issues.

Roughbeak -

I know your issue.

If you want to modify the gameplay stuff, and test it in game:

Copy "myLevel\editor\gameplayobjects.con"

into:

Server.zip --- 

Server.zip\GameModes\gpm_cq\16\gameplayobjects.con
Server.zip\GameModes\gpm_cq\32\gameplayobjects.con
Server.zip\GameModes\gpm_cq\64\gameplayobjects.con
« Last Edit: 18-06-2013, 02:06:35 by Watchtower1001 »
"762 Admin"
"Watchtower's Fh2 2.45 Sound Conversion - http://tinyurl.com/WatchySoundMod"

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #578 on: 18-06-2013, 02:06:38 »
This is almost laughable ;D
I did a new complete copy (2.45) and replaced the Hardy with the Swordfish, it still did not work.

This is what i did:
Battle of Keren map
Extracted the "server.zip" files to a temporary file in "my documents", changed the "hardy" to "swordfish" in battle of keren\server\GameModes\gpm_cq\64\GamePlayObjects.con, zipped it back up, and i replaced the "old" server with this "new" one. ;D

If there is any hidden tips, let me know! Although it should be pretty straight forward...
« Last Edit: 02-11-2014, 03:11:19 by Roughbeak »

Offline gavrant

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Re: FH2 Modding Q&A
« Reply #579 on: 18-06-2013, 07:06:41 »
Roughbeak, upload your modified, not working server.zip, let us look at it. I think, it's the shortest way to diagnose the issue.

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #580 on: 18-06-2013, 18:06:29 »
Don't you need new client file when you add new object to the map?

Offline gavrant

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Re: FH2 Modding Q&A
« Reply #581 on: 18-06-2013, 18:06:56 »
Nope, client.zip's contain mostly visuals and sounds, there's nothing PCO (Player Controlled Object) related there.

Offline Nerdsturm

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Re: FH2 Modding Q&A
« Reply #582 on: 18-06-2013, 19:06:00 »
Is it possible to make an area in the center of your map outside of the combat area?

Offline Ts4EVER

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Re: FH2 Modding Q&A
« Reply #583 on: 18-06-2013, 19:06:49 »
Yes, just make another combat area there but inverted.

Offline Mudzin

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Re: FH2 Modding Q&A
« Reply #584 on: 01-07-2013, 15:07:16 »
Why my minimap doesnt want to show all trees?