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How to use any object from any mod into any mod, map https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=4&t=3106 |
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Author: | hardimpact [ Fri Jun 29, 2007 3:59 am ] |
Post subject: | How to use any object from any mod into any mod, map |
I found this silly way to be able to use Road to Rome guns and jetpacks from SWW2 in Berlin without client needing a new map. The server justs hosts a server sidded map like berlin that has objects treated just like its mod. Make a backup first of init.con for other servers because content check tests for init.con too. The only addition is to the client's main init.con in C:\Program Files\EA GAMES\Battlefield 1942\Mods\bf1942 they add game.addModPath Mods/XPack1/ ill make a little mod switcher.exe that has 3 buttons, load bf1942 load road to rome, load sww2. You just click button, join server, when done, click bf1942 to join other regular servers. I tested it and it works perfect! |
Author: | Sgt.MillaTime [ Fri Jun 29, 2007 4:03 am ] |
Post subject: | Re: How to use any object from any mod into any mod, map |
I'm not following this. The first part seemed to me that you were going to steal weapons from secret weapons and use them in vanilla bf. The part on the bottom leads me to believe your talking about a launcher? |
Author: | hardimpact [ Fri Jun 29, 2007 4:12 am ] |
Post subject: | I should clarrify |
There's no downloads for client. The server needs the init.con addmodpath too. The switcher mainly makes a convenient way to have init.con changed with a click of the mouse on your comp. You could manually type it in and copy back a backup when yur done with that server. |
Author: | hardimpact [ Fri Jun 29, 2007 6:35 am ] |
Post subject: | more |
your init.con in C:\Program Files\EA GAMES\Battlefield 1942\Mods\bf1942 should look like this and on server. You don't use XPACK2 if u don't have it. I had jetpacks and stens in my berlin with no modding except changing the kits. game.CustomGameName BF1942 game.addModPath Mods/BF1942/ game.setCustomGameVersion 1.61 game.setCustomGameUrl "http://www.battlefield1942.com" Game.setMenuMusicFilename "music/slaughter4.bik" Game.setLoadMusicFilename "music/vehicle4.bik" Game.setWinMusicFilename "music/vehicle3.bik" Game.setLoseMusicFilename "music/menu.bik" Game.setCampaignLoseMusicFilename "music/theme2.bik" Game.setDebriefingMusicFilename "music/briefing.bik" game.addModPath Mods/XPack1/ game.addModPath Mods/XPack2/ |
Author: | Bullet-ProofMonk [ Wed Jul 04, 2007 4:20 am ] |
Post subject: | Re: How to use any object from any mod into any mod, map |
Other players can join a server with this, and they could use expansion pack 1 and 2 weapons and vehicles? Even if they dont have thoes expansion packed installed? |
Author: | privaterivvan [ Wed Jul 04, 2007 4:01 pm ] |
Post subject: | Re: How to use any object from any mod into any mod, map |
im not getting this how do i change the kits |
Author: | hardimpact [ Thu Jul 05, 2007 5:03 am ] |
Post subject: | more |
I did some more tests with both the client and server, and they have to have same addmodpaths that don't include or exclude from each other any mods. Obviously if the client doesn't have texture, sounds, meshes, of guns and vehicles, how could it know what to load? It needs the Xpack1 and/or Xpack2 folder too. But I think the kewlest part is that my modkit.exe is only 100kb and click once to turn on and again to off to join any regular bf1942 map that can have any motorcycle, jetpack, T34, sturmtiger, from the other expansions. It's really easy for clans to have fresh maps. This is not serverside but a quick xfire in clans, one click of exe and everyone has joined with no map downloads. Here's links for noob Changing weapons kit for soldiers. tutorial.php?page=changekits.html ****** Replace/Add vehicles tutorial.php?page=replacevehicles.html |
Author: | Bigboom [ Thu Jul 05, 2007 3:23 pm ] |
Post subject: | Re: more |
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