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Battlefield Modding Tutorials BFMODS • View topic - Cobra and IGLA on Karkand

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun Aug 13, 2006 9:04 am 
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Posts: 2
Location: Germany


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PostPosted: Sun Aug 13, 2006 2:23 pm 
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Posts: 2120
If this is an attempt at server-side, then it wouldn't work based on what I believe. Adding new objects to a map that were not already there, serverside, messes it up and causes crashes. Adding another M1A1 would be fine, but a chopper wouldn't work. This is just based off my experiences, however.

If it's an attempt at client side, then I really don't know why it would't work. Could you post up the changes you made to the files. Only the specific changed ones, no need to post it all.


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PostPosted: Sun Aug 13, 2006 2:57 pm 
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Well I already deleted the modified server.zip file,
but these should be all changes which I made:

rem ********** Object Spawner **********
rem [ObjectSpawnerTemplate: CPNAME_SK_16_gasstation_APC]
ObjectTemplate.create ObjectSpawner CPNAME_SK_16_gasstation_APC
ObjectTemplate.activeSafe ObjectSpawner CPNAME_SK_16_gasstation_APC
ObjectTemplate.modifiedByUser dgo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 APC_BTR90
ObjectTemplate.setObjectTemplate 2 AHE_AH1Z

rem [ObjectSpawnerTemplate: CPNAME_SK_16_square_ATS]
ObjectTemplate.create ObjectSpawner CPNAME_SK_16_square_ATS
ObjectTemplate.activeSafe ObjectSpawner CPNAME_SK_16_square_ATS
ObjectTemplate.modifiedByUser dgo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 IGLA_DJIGIT
ObjectTemplate.setObjectTemplate 2 IGLA_DJIGIT

rem [ObjectSpawnerTemplate: CPNAME_SK_16_market_HeavyJeep]
ObjectTemplate.create ObjectSpawner CPNAME_SK_16_market_HeavyJeep
ObjectTemplate.activeSafe ObjectSpawner CPNAME_SK_16_market_HeavyJeep
ObjectTemplate.modifiedByUser dgo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 jep_mec_paratrooper
ObjectTemplate.setObjectTemplate 2 USJEP_HMMWV

It worked fine on a self-hosted lan server but it caused crashes
as I tried to join our non-ranked server with the same modified
version of Karkand from me.


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PostPosted: Tue Aug 15, 2006 12:59 am 
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Joined: Tue Nov 02, 2004 12:00 am
Posts: 773
Location: Mars
The code looks correct, however, both client and server must be running identical sever.zip files for this to work, also checksusm will have to be disabled in order to run a server and join that way (if you modify the client the server will kick for bad checksums).

The best way to do this would to be to make a mini mod with just the map in question. For an example on how to make a mini mod: http://files.filefront.com/WeaponsModse ... einfo.html you can download my mini mod collection and examin one of the mods to see what is needed for a mod. (I would look at either the SFWeapons mod or the ULWeapons mod, since the EUWeapons mod will have uninstaller data in it. It wont hurt it, but it will be simpler just to use the others as an example). One note with those mods, the modded data in the osrv.zip (objects server). For your mod you will not need an objects server (make sure the archives.con files relfect that). What you would do is in the levels folder, under karkand, put your modded server.zip. Then upload the whole mini mod to the server and join using a client with the mini mod installed.

The biggest reason for all of this is BF2 is very fussy about modding stuff. Unless you were very careful in what you did and made proper backups, you probably connot play online in a karkand server any more (unless you reinstall). By making a new mod like this, you do not mess up stock BF2 and you disable the MD5 checsksusm all at once. It may seem like a little more work but in the long run it is far less. Just make sure come up with a unique name for you mod (same with the icons, though it really donesnt need them).

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