So... What code would be used to make the Pilot class available to pick from the kit selection for the armies?
edit this on your FH.lst change the third kit for the US kits: TeamKit=3USN_Pilot TeamKit=3Us_PilotColt TeamKit=6PilotColt dont know for sure, one of those 3 (from most likly to less likly) or edit your init.con and change the third kit for the US navy pilot in this: game.setKit 2 2 3USN_Pilot EDIT: Hint: take a look at some fh init.cons next time they contain the kits (the at-spawn kits), just look at a init.con of a map you really like or has an intresting kit. This hint is also mentioned in the FAQ. EDIT2: You can look up a class by extracting the objects.rfa and look into the /Items/ folder, this contains all classes, to get a class kit name open a country's directory, open the directory of a class you would like to use and you will see an "objects.con" file. The first line contains the name of the kit (ObjectTemplate.create Kit 1******) just copy the part behind the 1 (if it is there) and paste (replace it for something else) in your init.con after the numbers of the kit. So if you would like to spawn a US pilot as 2nd kit in line do this: go to C:\bfdev\Objects\Items\USKit\PilotColt ( objects directory --> Items dir --> USkit dir --> PilotColt dir) and open the objects.con, you will see something like this: ObjectTemplate.create Kit Us_PilotColt ObjectTemplate.setType Assault (....) Just copy the part Us_PilotColt and replace it for the second kit in your init.con: game.setKit 2 2 2Us_PilotColt done (not tested but it should work).
Thanks for the updated FH.lst. Most of the objects are working now. But I have still trouble with the original bf1942 files. I don't get them to show up and I can't place them in my map. Everything I have to do is changing the name of my fh.lst and then change the bf1942.lst to fh.lst? Or is there something else I have to do to make it work? I finally found madbulls heightmap editor but I don't get it to work with the fh objets too.
oops, i made some msitake. You should apply this steps (in the readme) to the FH.cfg and not the FH.lst. You can ofcourse place the bf1942 default objects on your map: - start a new Forgotten Hope map - add some FH objects - save and close battlecraft - open your battlecraft directory (C:\Program Files\EA GAMES\Battlecraft 1942) - temporarly change the name of the FH.cfg (to FH01.cfg or FH.cfg.bak for example) or move it to an other folder. - Open the bf1942.cfg and save it as FH.cfg (or simply rename it to FH.cfg) - Open battlecraft, open your map, you will now see all default bf1942 objects. Note: All FH objects will be invisible, but don't worry, they are still there! - add the bf1942 objects you would like to use. - save and close battlecraft - re-save the FH.cfg to bf1942.cfg (or rename it) - restore the original FH.cfg (place it back or rename it to FH.cfg) - done
OR edit the FH.cfg like this: [Editor Paths] GamePath=C:\Program Files\EA GAMES\Battlefield 1942\ // custom mod files go here: ModsPath=Mods\FH\ // objects are read from here ObjectsPath=Mods\bf1942\objects\ // SMs are read from here StandardMeshPath=Mods\bf1942\standardMesh\ // TMs are read from here TreeMeshPath=Mods\bf1942\treeMesh\ // textures are read from here TexturePath=Mods\bf1942\texture\ // Object list ObjectsList=bf1942.lst
it's finally working everything is on it's place and I can add new objects again.
BattleCraft 2.1 has been released here is a link hopefully it will work, if not go here ( bf1942files.com)
Thanks very much!:bows:
I have a quustion of my own about editor 42: I have (always had) weird green spots on the place where my pavement and grass texture border eachtother, its not the pavement texture nor the grass tex that is "bugged", i testest some texture that only consisted of 1 color and they gave me the same result. I think this applies to other textures aswell but it is less noticable on them. I think that ed42 tries to blend the textures a little bit and screws it up (?). I also think that small brush size means smaller green dots, bigger brush size means bigger green dots. Does anybody know why this happens and more importantly: how to fix this? Below is an example of my problem, notice the green dots near the cursor... and along the whole border: Ow and btw: the texture opacity is 100%
Using Battlecraft I have a slight problem, when I try to generate an in-game map, it gives me a map with tons of fuzzy, static like junk. When I'm in the actual game it looks fine, but I'd like to know what's causing it on the map. I'll post a screen shot in a few.
Thats because BC is horrible at making mini-maps, get ED42 makes all the Fuzzies go away!