modding gametype -1 reply

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wolvesgoalie

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#1 12 years ago

How do I mod the gametype, so that spawn points do not effect ticket losses, and only kills take away tickets?




SciComHam

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#2 12 years ago

I believe those are flag constraints, editable in the map editor. Uncheck the "IsStrategicSpawnPoint" box on each flag.




wolvesgoalie

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#3 12 years ago

Does that make them non capturable? Also, If I am doing this for sp, how do I re-pack the map, to make it usable in sp (with bots)?




SciComHam

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#4 12 years ago

No, they are still capturable. It just makes them not count towards ticket bleed

As to packing your map, I din't know. Ask on www.bfeditor.org forums




Commie

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#5 12 years ago

Uhhh, SciComHam I think you're referring to BF2 there. There's no checkboxes in BcV.

You'll need a RFA tool like winRFA to open the map file, e.g. Operation Flaming Dart. Look for the file 'Operation_Flaming_Dart_001.rfa' (the _001 is a patch archive that changed ticket bleed in OFD slightly):

BfVietnam\Levels\Operation_Flaming_Dart\Conquest\ControlPointTemplates.con

Here's the first one:

Spoiler: Show

rem ***************************************** rem **** River Inlet ***** rem ****************************************

ObjectTemplate.create ControlPoint River_Inlet ObjectTemplate.networkableInfo ControlPointInfo ObjectTemplate.controlPointName OFD_base1 ObjectTemplate.radius 20 ObjectTemplate.team 1 ObjectTemplate.spawnGroupId 4 ObjectTemplate.objectSpawnerId 4 ObjectTemplate.areaValue 40 rem ObjectTemplate.onlyAffectedByTeam rem ObjectTemplate.onlyTakeableByTeam ObjectTemplate.conversionTime 15 ObjectTemplate.geometry NVAflagbase_m1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.addTemplate AnimatedFlag ObjectTemplate.setPosition 0/8.2/0 ObjectTemplate.setTeamGeometry 0 o_Neutralflag_m1 ObjectTemplate.setTeamGeometry 1 o_NVAflag_m1 ObjectTemplate.setTeamGeometry 2 o_ARVNflag_m1

The line 'ObjectTemplate.areaValue' is how much it is 'worth'. If a team holds enough control points so their areaValue points is 100 or more, ticket bleed for the other team will start. So for all the CPs, set areaValue to 0 so no team can trigger ticket bleed.

EDIT: Also, edit the 'Singleplayer/ControlPointTemplates.con' file to change SP.




wolvesgoalie

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#6 12 years ago

i tried doing that in the editor, but the tickets still bled?:confused:




Commie

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#7 12 years ago

Make sure you used an RFA tool to open 'Operation_Flaming_Dart_001.rfa'. This file patch was added later which changed the ticket bleed. If you modify the normal 'Operation_Flaming_Dart.rfa' file the patch will overwrite any changes.




wolvesgoalie

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#8 12 years ago

I haven't patched the game at all. Where is the _001.rfa file for the maps?

P.S.: I'm trying this for Operation Irving for now, because I like the spawn setup, but I always loose no matter which team I play for, because I'm not good at all.




Commie

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#9 12 years ago

Okay, for Operation Irving, there is a file 'Operation_Irving_001.rfa' in your levels directory (depending on your version, I bought the Redux so it was patched to 1.2). RFA files ending with _000, _001, _002, etc. patch RFA files with a smaller number at the end. For Operation Irving, once again use winRFA to open the 'Operation_Irving.rfa' file (not the _001, it doesn't patch ticket bleed).

Find the 'Conquest\ControlPointTemplates.con' and 'Singleplayer\ControlPointTemplates.con' files and change the areaValue figure as noted above.




wolvesgoalie

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#10 12 years ago

I don't have the _001.rfa files. When I do the mod to the original, the game ctd's before it even starts (after the BFV title thing with the black background), but when I take the modded file out of the mod folder it loads fine, any suggestions?




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