Re: First Strike Mapping Set Up Guide

RHYS put your post in another thread please

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9 (edited by Lance Haith 2007-10-13 21:07:03)

Re: First Strike Mapping Set Up Guide

Humm I'm following this and everything seems to be fine just confused on one part. Does it matter if we are extracting from BF 2/mods folder or from BF2142/mods folder?

That and I have WinAce Archiver and it gets stuck at rock_small_round.tweak in server_client and doesn't complete the new folder.

Edit: I worked around this by extracting to desktop which works and then cut and pasting to 2142/Mods/FirstStrike/objects, however everything has its own file now (I.E. in StaticObjects folder I have Folders named "common" "destroyables" "endor" and some other goodies that might be spoilers for R2 ^_^) Is this right?

Re: First Strike Mapping Set Up Guide

Lance Haith wrote:

Humm I'm following this and everything seems to be fine just confused on one part. Does it matter if we are extracting from BF 2/mods folder or from BF2142/mods folder?

That and I have WinAce Archiver and it gets stuck at rock_small_round.tweak in server_client and doesn't complete the new folder.

Edit: I worked around this by extracting to desktop which works and then cut and pasting to 2142/Mods/FirstStrike/objects, however everything has its own file now (I.E. in StaticObjects folder I have Folders named "common" "destroyables" "endor" and some other goodies that might be spoilers for R2 ^_^) Is this right?

That's correct.

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Re: First Strike Mapping Set Up Guide

Alright, so I beleive I got everything working ^_^, it was quite a head ache for some reason with the extracting bit but its all good now. Thanks Alot TY.

BTW for vista users remember to run BF2 editor under XP Service PAck 2 settings

Re: First Strike Mapping Set Up Guide

RHYS4190 wrote:

R2 id PM this question but it seem apropreate to post this. Im trying to get dead  stormtroopers in editor but what zip file are thay in is it the solder zip_client & server? every time i unzip those two solder things and load them editor it crashes WTF????. SO in other words HELP!!!!.

It looks like this is where the bodies are located:

objects/soldiers/st/st_wreck1/st_wreck1.con
objects/soldiers/st/st_wreck2/st_wreck2.con
objects/soldiers/st/st_wreck3/st_wreck3.con

You can use a similar sized unique object as a placeholder to set the items location, then go back and edit the map's staticobject.con file to replace the placeholder item with the the object you want.

==============================

I did not see any instructions on setting up the First Strike CPs.   The editor will set up CPs in each gamemode folder's gameplayobject file similar to this:

rem [ControlPointTemplate: Bridge]
ObjectTemplate.create ControlPoint Bridge
ObjectTemplate.activeSafe ControlPoint Bridge
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName Bridge
ObjectTemplate.radius 15
ObjectTemplate.controlPointId 6
ObjectTemplate.timeToGetControl 15
ObjectTemplate.timeToLoseControl 15
ObjectTemplate.hoistMinMax 0.2/0.9

That will give you a 2142 flagpole with a glowing First Strike symbol.  To change the flagpole to the holobase, replace 'flagpole' with 'cp_holobase'.   Then, to show the CP names  with the distances you need to add a nametag component, so that the finished CP should look like this:

rem [ControlPointTemplate: Bridge]
ObjectTemplate.create ControlPoint Bridge
ObjectTemplate.activeSafe ControlPoint Bridge
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh

rem -------------------------------------
ObjectTemplate.addTemplate cp_holobase
rem -------------------------------------

rem ---BeginComp:Nametag ---
ObjectTemplate.createComponent Nametag
ObjectTemplate.Nametag.3dMapIconOffset 0/3/0
ObjectTemplate.Nametag.showItem 1
ObjectTemplate.Nametag.showDistance 1
ObjectTemplate.Nametag.show3dIcon 1
ObjectTemplate.Nametag.selectable 1
rem ---EndComp ---

ObjectTemplate.setControlPointName Bridge
ObjectTemplate.radius 15
ObjectTemplate.controlPointId 6
ObjectTemplate.timeToGetControl 15
ObjectTemplate.timeToLoseControl 15
ObjectTemplate.hoistMinMax 0.2/0.9

Re: First Strike Mapping Set Up Guide

Always count on DNMARO to help out smile This forums fast becoming a sister to BF Editor lol

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Re: First Strike Mapping Set Up Guide

You can actually change the flagpole in the editor easily enough to save some extra work.  Just click the CP and scroll down to the last box in the tweak field and type in cp_holobase.  By default for me it doesn't use the 2142 flagpole, it uses no flag pole.

The nametags you do have to manually enter.

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http://stats.fsmod.com/sig/trooper.Imperial.png