Paratrooper Kits -1 reply

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PacketlossPete

GF Pwns Me!

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29th February 2004

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#1 15 years ago

I am trying to do a map, that has an airfeild with C-47, but I do not want to include para equipped soldiers in the spawn menu. So, I would like to use para kits to limit the amount of paratroops and so far, the only one that I can get to spawn is the parasniper. Is there anyway to get any of the other para kits to spawn, or has anyone else even tried this? I haven't had any problem with the pilot, or any of the other non-para kits. Any ideas? Also including a WIP of my ingame map.




Hail of Nails

I want to be like Revenge

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13th June 2004

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#2 15 years ago

You can create any kit you want and make it spawnable. You just have to know how to edit the con files. I would suggest looking at some of the other maps that have spawnable kits, such as Fall Weiss, which has a Spawnable Polish SMG Kit. Use that as an example and it should be fairly straightforward. To make it a paratrooper, there's a Chute.Disabler line that you just have to alter




PacketlossPete

GF Pwns Me!

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29th February 2004

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#3 15 years ago

But the cons all reference the kits that are based with the FH mod folder. Is there a way to add your own specific kits to map? If so, could you refer me to a map like this, I would like to take it apart and see how they added it. As far as all the kits that are currently in FH, they actually reference the con files in the mod folder, not the map folders, so I just can't add that line and expect it to work on anyone else's computer. Like I said, I can get pretty much any other kit to work.




SacredLizard

Its cupnoodles not cuponoodles

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23rd April 2004

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#4 15 years ago

I learned how to make custom kits from dissecting "Arnhem-1944" try it out... Go into your main map folder and open up the init.con there. At the bottom of the init write, run objects/objects make a folder called "objects" in the main map folder, and take arnhem's "objecs" con file and copy it into the objects FOLDER. you'll have to edit this file. now say you want to make a kit that has a guy with only a hat, a pistol and an expack: start with a FH kit for the nation that you want here: this is the regular FH kit... ObjectTemplate.create Kit 3German_AT_DesertPanzerfaust100 ObjectTemplate.setType AT ObjectTemplate.setKitTeam 1 ObjectTemplate.geometry Kit_German_Panzerfaust ObjectTemplate.setHasCollisionPhysics 1 ObjectTemplate.networkableInfo KitInfo ObjectTemplate.addTemplate German_DesertHelmets ObjectTemplate.setRandomGeometries 9 ObjectTemplate.addTemplate German_hippacks ObjectTemplate.setRandomGeometries 9 ObjectTemplate.addTemplate Chutedisabler ObjectTemplate.setHealthBarIcon "Ingame/Healthbar_empty_at_64x64.tga" ObjectTemplate.setHealthBarFullIcon "Ingame/Healthbar_full_at_64x64.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_axisKnife.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_noicon.tga" ObjectTemplate.addWeaponIcon "Weapon/Icon_m98.tga" ObjectTemplate.addWeaponIcon "weapon/Icon_panzerfaust100.tga" ObjectTemplate.setKitIcon 2 "kits/Icon_Panzerfaust100GerDesert_selected.tga" ObjectTemplate.setKitName 2 "RESPAWN_AT" ObjectTemplate.setKitActiveName 2 "RESPAWN_ACTIVE_AT" ObjectTemplate.addTemplate K98 ObjectTemplate.addTemplate Panzerfaust100 ObjectTemplate.addTemplate KnifeAxis ObjectTemplate.aiTemplate AT ----ok and then I make it into this: ObjectTemplate.create Kit 3German_Gefreiter (renamed the kit) ObjectTemplate.setType Assault ObjectTemplate.setKitTeam 1 ObjectTemplate.geometry Kit_Axis_Assault ObjectTemplate.setHasCollisionPhysics 1 ObjectTemplate.networkableInfo KitInfo ObjectTemplate.addTemplate German_DesertHelmets3 (changed the hat) ObjectTemplate.addTemplate German_hippacks ObjectTemplate.setRandomGeometries 9 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" (changed all ObjectTemplate.addWeaponIcon "Weapon/Icon_walter.tga" these ObjectTemplate.addWeaponIcon "Weapon/Icon_noicon.tga" weapons ObjectTemplate.addWeaponIcon "Weapon/Icon_demokit.tga" .tga files) ObjectTemplate.addWeaponIcon "Weapon/Icon_noicon.tga"

ObjectTemplate.setKitIcon 2 "kits/Icon_Panzerfaust100GerDesert_selected.tga" ObjectTemplate.setKitName 2 "GEFREITER" ObjectTemplate.setKitActiveName 2 "GEFREITER" rem *** The order is important, first the best weapons! ObjectTemplate.addTemplate WalterP38 (changed all these ObjectTemplate.addTemplate KnifeAxis Weapons here, ObjectTemplate.addTemplate Detonator too!) ObjectTemplate.addTemplate ExpPack

ObjectTemplate.aiTemplate Assault ------OK? that is how you change the equip. to get it to work, you need to rename the file that holds the "objects" .con for your KIT. call it something that you can distinguish from other kits like "3AT_SacredLizard_Style" or something. Once you have renamed the folder, you need to go into arnhem's files and look into the object folder to see a .con file called "lol". The file just says, "run objects, and run geometries" but you need this in all of your custom kit folders. SO then, that brings me to the geometries and objects aspect. just unpack the common objects and common geometries from the nation's kit that you want, and stuff that into a folder called "gerKit" or "PolKit", or whatever kit depending on the country that you're modding, and leave the objects and geometries in the "common" folder. so far, you should have a map folder with an "objects" folder that contains: --objects.con --kit folder "3At_SacredLizard_Style" with objects.con (copy the"geometry.con" from the "common" folder and put it in all the new custom kits that you do) and with "lol.con" --folder "gerKit" with folder "common" inside it. Inside "common" is "objects.con", geometries.con" and "lol.con" also now you can edit your objects.con file which is in the "objects" folder: run 3At_SacredLizard_Style\lol this is how I did mine: run 1Oberfeldwebel\lol run 2Gefreiter\lol run 3Obergefreiter\lol run 4Leutnant\lol run 5Feldwebel\lol run GerKit\Common\lol run BritKit\Common\lol run 4Tank_Commander\lol run 5Tank_Engineer\lol run 3Tank_Rifle\lol run 2AssaultNo4\lol run 1CloseQuartersThompson\lol

your init.con should have the names of the new kits that you did: game.setTeamSkin 1 GermanDesertSoldier game.setKit 1 0 1German_Oberfeldwebel game.setKit 1 1 2German_Gefreiter game.setKit 1 2 3German_Obergefreiter game.setKit 1 3 4German_Leutnant game.setKit 1 4 5German_Feldwebel game.setTeamSkin 2 BritishSoldier game.setKit 2 0 1GB_CloseQuartersThompson game.setKit 2 1 2GB_AssaultNo4 game.setKit 2 2 3GB_Tank_Rifle game.setKit 2 3 4GB_Tank_Commander game.setKit 2 4 5GB_Tank_Engineer --and the line: run objects/objects you see, the "run objects/objects" command directs the game to read the objects.con commands which, in turn, activates the customizations that you did.




PacketlossPete

GF Pwns Me!

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29th February 2004

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#5 15 years ago

Thanks, SacredLizard, that's what I needed.