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Forum » Battlefield heroes » Battlefield Heroes moding » Tiny Tiny Tiny Tiny Tiny Tiny, Mod
Tiny Tiny Tiny Tiny Tiny Tiny, Mod
ConormanDate: Thursday, 2010-06-10, 10:52 AM | Message # 1
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Well I just edited a Object Spawner (Not that exciting) and I changed it to a rocket:
http://www.xfire.com/video/2d4ad9/

Is there any chance that you could mod so you could drive it?

 
Helicopter_AmbulanceDate: Thursday, 2010-06-10, 11:11 AM | Message # 2
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ahh, you probably could, if you added some plane files to it or something
 
ConormanDate: Thursday, 2010-06-10, 11:14 AM | Message # 3
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I tried re-placing the bundlemesh of bri_plane_spitfire with the Rocket bundlemesh file, but every time when I tried to start tutorial it said:

"Battlefield heroes has encountered a problem"

 
Helicopter_AmbulanceDate: Thursday, 2010-06-10, 12:04 PM | Message # 4
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na, it'd take a hell of a lot more than just changing one thing smile
 
wakamonkeyDate: Thursday, 2010-06-10, 4:11 PM | Message # 5
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welll...

i changed the plane by doing that so....

when you try replacing it did you rename it to the same thing?

and i err forget what to do next..

 
Apache_ThunderDate: Thursday, 2010-06-10, 9:48 PM | Message # 6
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Perhaps just add an entry point and camera to the rocket? I don't think the rocket has an entry point/camera. Aside from that, the last time I checked it's code, it's a PCO like the other vehicles.

Thus you can't enter it. I'll go in and check to see how the rocket is coded. I'll post back on that soon.

EDIT: Confirmed. There is no camera or entry point on the rocket PCO. So you may need to either create them and addTemplate them to the rocket or use existing templates. This "should" get the rocket to be enterable:

Code

ObjectTemplate.addTemplate Willys_DriverCamera_Rotation
ObjectTemplate.addTemplate Willys_EntryPoint

Add that to the tweak file/con file of the rocket. Make sure you put it where the other addTemplate entries are for the rocket and not the child objects for the rocket. If the camera position is jacked up, you may need to create a new camera for it and position it. wink

If you get a crash, you may need tor rem out the "remoteControl" component and any special code that makes the rocket launch at the end round. though I haven't spotted any code for that yet.

The reason you can't just use the rocket mesh file on another vehicle is because the other vehicles are coded to use parts from the original mesh. Since most likely the rocket consists of only one part, the other vehicles would try to use a part that doesn't exist. Thus a crash. Just add the entry point and camera to the rocket code and that should get it working for you. :P

Message edited by Apache_Thunder - Thursday, 2010-06-10, 9:53 PM
 
ConormanDate: Friday, 2010-06-11, 5:51 AM | Message # 7
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Quote (Apache_Thunder)
Perhaps just add an entry point and camera to the rocket? I don't think the rocket has an entry point/camera. Aside from that, the last time I checked it's code, it's a PCO like the other vehicles.
Thus you can't enter it. I'll go in and check to see how the rocket is coded. I'll post back on that soon.
EDIT: Confirmed. There is no camera or entry point on the rocket PCO. So you may need to either create them and addTemplate them to the rocket or use existing templates. This "should" get the rocket to be enterable:
Code

ObjectTemplate.addTemplate Willys_DriverCamera_Rotation
ObjectTemplate.addTemplate Willys_EntryPoint

Add that to the tweak file/con file of the rocket. Make sure you put it where the other addTemplate entries are for the rocket and not the child objects for the rocket. If the camera position is jacked up, you may need to create a new camera for it and position it.
If you get a crash, you may need tor rem out the "remoteControl" component and any special code that makes the rocket launch at the end round. though I haven't spotted any code for that yet.
The reason you can't just use the rocket mesh file on another vehicle is because the other vehicles are coded to use parts from the original mesh. Since most likely the rocket consists of only one part, the other vehicles would try to use a part that doesn't exist. Thus a crash. Just add the entry point and camera to the rocket code and that should get it working for you. :P


Dude your so smart! You would have to be the best BFH modder around.

Added (2010-06-11, 5:51 Am)
---------------------------------------------

Quote (Apache_Thunder)
EDIT: Confirmed. There is no camera or entry point on the rocket PCO. So you may need to either create them and addTemplate them to the rocket or use existing templates. This "should" get the rocket to be enterable:
Code

ObjectTemplate.addTemplate Willys_DriverCamera_Rotation
ObjectTemplate.addTemplate Willys_EntryPoint

Add that to the tweak file/con file of the rocket. Make sure you put it where the other addTemplate entries are for the rocket and not the child objects for the rocket. If the camera position is jacked up, you may need to create a new camera for it and position it.
If you get a crash, you may need tor rem out the "remoteControl" component and any special code that makes the rocket launch at the end round. though I haven't spotted any code for that yet.
The reason you can't just use the rocket mesh file on another vehicle is because the other vehicles are coded to use parts from the original mesh. Since most likely the rocket consists of only one part, the other vehicles would try to use a part that doesn't exist. Thus a crash. Just add the entry point and camera to the rocket code and that should get it working for you. :P


But there would I enter that code?
 
Apache_ThunderDate: Friday, 2010-06-11, 7:17 AM | Message # 8
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The coding for the rocket is found here:

Objects/Vehicles/hoth_rocket

There is a con file and tweak file. You can add the code to the tweak file. Just open the tweak file in notemad, use find to find the first instance of an addTemplate entry and just drop your code there. wink

Well yes I would like to consider my self smart. But really BFheroes is just a upgraded BF1942 engine. Sorta like 3rd generation after BF1942. Upgrade of BF2142 engine which is an upgrade of the BF2 engine which is also a upgrade of the original Refractor 2 engine BF1942 runs off of.

So a lot of the coding in BFheroes is done in the same way as BF1942, so much of my BF1942 modding knowledge also applies to BFHeroes. biggrin

Expect BFheroes to be the last of the Refractor 2 engine based BF games. BFBC2, BF1943, and the future BF3 game will all use the new FrostBite engine, so it looks like the good ol' Refractor 2 engine is going way of the dinosaur. sad

However on the bright side, they might release some source code for BF1942/BFV. I want to revive the lensflares, skidmark system, and the weather system and it looks like it will take some game engine changes to turn that stuff back on.

Remember. BF1942 infact started out as "Rally Sport Challenge" or something rather. It's a racing game and predates Bf1942 by a few months! It uses Refractor 2 game engine and is the first example. I downloaded the game and looked at the code and it is VERY similer to BF1942. A lot of the object classes from BF1942 exist in this game and even the coding structure is similer. Funny to think that BF series started out as a racing game. :P

(note that the Refractor 1 engine which is many times older is used by an old game called "Codename Eagle". It's really old and I don't think it's coded the same. So I haven't bothered to look at that one. Though I do recall someone ported that to BF1942 in a mod somewhere. :P )

Message edited by Apache_Thunder - Friday, 2010-06-11, 7:20 AM
 
PhillyDate: Friday, 2010-06-11, 7:37 PM | Message # 9
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um, i copy the
ObjectTemplate.addTemplate Willys_DriverCamera_Rotation
ObjectTemplate.addTemplate Willys_EntryPoint
and put them in here:
rem -------------------------------------
ObjectTemplate.addTemplate S_hoth_rocket_Ambient
ObjectTemplate.addTemplate S_hoth_rocket_AmbientDamaged
ObjectTemplate.addTemplate hoth_rocket_Physics_Rudder
ObjectTemplate.addTemplate hoth_rocket_Physics_BodyWingVertical
ObjectTemplate.addTemplate hoth_rocket_Physics_PhyFlapsL
ObjectTemplate.addTemplate hoth_rocket_Physics_PhyFlapsR
ObjectTemplate.addTemplate hoth_rocket_PhysicsEngine
ObjectTemplate.addTemplate S_hoth_rocket_Aileron_Right_RotationRpm
ObjectTemplate.addTemplate e_rocketBlast_trail
ObjectTemplate.addTemplate e_rocketBlast
ObjectTemplate.addTemplate Willys_DriverCamera_Rotation
ObjectTemplate.addTemplate Willys_EntryPoint
ObjectTemplate.setRotation 0/-90/0
rem -------------------------------------

and when i then change bri_jeep_willys and ger_jeep_kubelwagen to hoth_rocket and go into tut, BFH just "close" itself, any1 knows why? i used Lego's (Pro_mooder's) tut about starting BFH without the updater

 
Apache_ThunderDate: Friday, 2010-06-11, 7:51 PM | Message # 10
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Try remming out the remote control component code for the rocket.
 
PhillyDate: Friday, 2010-06-11, 9:25 PM | Message # 11
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didn't work, i checked to play in tut, pressed play now, BFH close, can you tell me what other rems i need to delete?
 
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