Kit editing problem -1 reply

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Mr_Cheese

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12th June 2004

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#1 13 years ago

I've just tried changing a few of the kits for my map - basically all it I did was: -Changed the helmet line in each kit's objects.con file so it was either the German para helmet or the desert version. -I then saved this file with a new kit name in a Kits/ directory within my map. -Added the lines run kits//objects to my init.con -Changed the kit names in my ObjectSpawnTemplates.con to the new ones. But when I tried loading the map in-game it crashes to desktop. Any ideas why? The only lines I changed were were the helmet and kit name lines.




whataburger

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7th December 2004

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#2 13 years ago

Are the kits supposed to be spawnable? Meaning that you can select to spawn as that class from the spawn interface? If they are, then you have to change the names in the init.con as well. Other than that, I dont know.




Mr_Cheese

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#3 13 years ago

No, they're just pick-up kits that spawn at various flags.




Nordicvs VIP Member

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4th May 2005

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#4 13 years ago

Hey, indiana_tim... Maybe post the changes you made in the file so that we can have a look. I'm working on kit stuff right now and might be able to help.




Mr_Cheese

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#5 13 years ago

For the Stuka spotter:

ObjectTemplate.create Kit German_Stuka_spotter ObjectTemplate.setType Assault ObjectTemplate.setKitTeam 1 ObjectTemplate.geometry Kit_Bomberspotter_m1 ObjectTemplate.setHasCollisionPhysics 1 ObjectTemplate.networkableInfo KitInfo ObjectTemplate.addTemplate Radio ObjectTemplate.addTemplate German_ParaHelmet ObjectTemplate.setRandomGeometries 9 ObjectTemplate.addTemplate German_hippack_B ObjectTemplate.addTemplate Chutedisabler

ObjectTemplate.setHealthBarIcon "Ingame/Healthbar_empty_assault_64x64.tga" ObjectTemplate.setHealthBarFullIcon "Ingame/Healthbar_full_assault_64x64.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_axisKnife.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_noicon.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_m98.tga" ObjectTemplate.addWeaponIcon "Weapon/icon_binoculars_bomber.tga"

ObjectTemplate.setKitIcon 0 "kits/Icon_K98GerDesert_selected.tga" ObjectTemplate.setKitName 0 "OFFICER" ObjectTemplate.setKitActiveName 0 "ACTIVE OFFICERS"

rem *** The order is important, first the best weapons! ObjectTemplate.addTemplate K98 ObjectTemplate.addTemplate KnifeAxis ObjectTemplate.addTemplate SpotterStuka

ObjectTemplate.aiTemplate Assault

The sniper:

ObjectTemplate.create Kit Ger_Para_Sniper ObjectTemplate.setType Scout ObjectTemplate.setKitTeam 1 ObjectTemplate.geometry Kit_Axis_Scout ObjectTemplate.setHasCollisionPhysics 1 ObjectTemplate.networkableInfo KitInfo ObjectTemplate.addTemplate Germ_DesertParaHelmet ObjectTemplate.addTemplate Radio rem ObjectTemplate.addTemplate german_HipPack ObjectTemplate.setHealthBarIcon "Ingame/Healthbar_empty_scout_64x64.tga" ObjectTemplate.setHealthBarFullIcon "Ingame/Healthbar_full_scout_64x64.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_axisKnife.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_noicon.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_m98_scope.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_noicon.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_binoculars.tga" ObjectTemplate.setKitIcon 5 "kits/Icon_scout_axis_selected.tga" ObjectTemplate.setKitName 5 "SNIPER" ObjectTemplate.setKitActiveName 5 "ACTIVE SNIPERS" ObjectTemplate.addTemplate k98Sniper ObjectTemplate.addTemplate Binoculars ObjectTemplate.addTemplate KnifeAxis ObjectTemplate.aiTemplate Scout

The medic:

ObjectTemplate.create Kit Ger_Para_Medic ObjectTemplate.setType Medic ObjectTemplate.setKitTeam 1 ObjectTemplate.geometry Kit_Axis_Medic ObjectTemplate.setHasCollisionPhysics 1 ObjectTemplate.networkableInfo KitInfo ObjectTemplate.addTemplate German_ParaHelmet rem ObjectTemplate.addTemplate german_Medic_hippack ObjectTemplate.setHealthBarIcon "Ingame/Healthbar_empty_medic_64x64.tga" ObjectTemplate.setHealthBarFullIcon "Ingame/Healthbar_full_medic_64x64.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_medpack.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_noicon.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_m98.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_noicon.tga"

ObjectTemplate.setKitIcon 5 "kits/Icon_medic_axis_selected.tga" ObjectTemplate.setKitName 5 "RESPAWN_MEDIC" ObjectTemplate.setKitActiveName 5 "RESPAWN_ACTIVE_MEDIC" ObjectTemplate.addTemplate K98 ObjectTemplate.addTemplate MedPack ObjectTemplate.aiTemplate Medic




whataburger

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#6 13 years ago

So you only changed the line about the helmets? If so I doubt that the problem is in the kit-files themselves, probably an error somewhere in getting the kits to load up properly. Cant tell excactly whats wrong though.




Mr_Cheese

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#7 13 years ago

Well, I used the same method as when I made a custom kit for Bf Pirates - put the kit's objects.con in a \Kits\\ folder and a run Kits/ lines in my init.con. This worked ok in Bf:P but then I was making a kit which could be picked as a starting kit if that makes a difference.




whataburger

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#8 13 years ago

Hmmm, I just had a more thorough look at this whole kit thing and I think maybe your problem is in the stuka spotter kit. The regular german helmets have random geometries, but the desert para helmet does not. So try removing the line that says "ObjectTemplate.setRandomGeometries 9" right under the helmet line.




Mr_Cheese

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#9 13 years ago

Ok, it works now! thanks!