What is needed for Forward Outpost?

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3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

What is needed for Forward Outpost?

Post by 3===SPECTER===3 »

I'm adding a couple of the old maps to my PRSP and I noticed since alot changed in the maps department I need to make changes to them. for example add a serverarchives and stuff to the files to allow for spawns. But my question is, what do I need in the map file to get forward outposts to spawn, because as of now I CTD with no explanation.
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: What is needed for Forward Outpost?

Post by ballard_44 »

Why do you assume FOBs are causing your CTD?

Be squad leader, use the radio, hit 't' key and select where to place a FOB and other stuff.
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3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Re: What is needed for Forward Outpost?

Post by 3===SPECTER===3 »

Well thats the thing.... I use the radio, hit 'T' go to build, place FOB and the second I click on that it crashes with no report. I'll keep doing it in various spots, but so far no luck.

Edit: okay I tried going to a map placed FOB and placing both razorwire and HMG and it just doesn't let me since i'm not by a constructed FOB... and when I go to place a FOB instant crash
Last edited by 3===SPECTER===3 on 2010-02-17 01:56, edited 1 time in total.
ballard_44
Retired PR Developer
Posts: 1204
Joined: 2007-05-30 22:47

Re: What is needed for Forward Outpost?

Post by ballard_44 »

Might have something to do with your graphics card?

There is mention of that somewhere in the overall forum.

Some problem with ATI cards or something weird like that???

https://www.realitymod.com/forum/f26-pr ... ank-3.html
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3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Re: What is needed for Forward Outpost?

Post by 3===SPECTER===3 »

Thats odd since it works on all the maps that came in PR's regular install, it only crashes on the maps I add to my game.
ben748
Posts: 91
Joined: 2009-03-07 22:15

Re: What is needed for Forward Outpost?

Post by ben748 »

Specter, if its still crashing, i got ejod to work properly, still a few issues on spawn menu i need to work out, but it works fine enough, i found how to stop the crashing.

make the init.con look similar to this, mind you, remember to change out the factions if your not doing ejod.

NOW NOTE THE ONLY CHANGE I REALLY DID WAS MOUNT THE FACTIONS AND SWITCH FROM SPAWNERS_BLAH to the factions style(which is basically the same). And i believe the spawn error is from my kits, have not checked to make sure the usa_lat one hasnt changed.

Code: Select all

rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run ClientArchives.con
run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\EJOD_desert_6\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con

else

run ClientArchives.con
run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\EJOD_desert_6\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run ../../factions_common/spawners_common.con
run ../../factions_mec/spawners_mec_sp.con
run ../../factions_usa/spawners_usa_sp.con


endIf

rem USMC VERSUS MEC NON URBAN
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "MEC"
gameLogic.setTeamName 2 "USA"

gameLogic.setTeamLanguage 1 "MEC"
gameLogic.setTeamLanguage 2 "English"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_mec"
gameLogic.setTeamFlag 2 "flag_us"

gameLogic.setKit 1 0 "mec_officer" "pr_mec_soldier4"
gameLogic.setKit 2 0 "usa_officer" "pr_usa_soldier4"

gameLogic.setKit 1 1 "mec_specialist" "pr_mec_soldier1"
gameLogic.setKit 2 1 "usa_specialist" "pr_usa_soldier1"

gameLogic.setKit 1 2 "mec_assault" "pr_mec_soldier5"
gameLogic.setKit 2 2 "usa_assault" "pr_usa_soldier3"

gameLogic.setKit 1 3 "mec_rifleman" "pr_mec_soldier3"
gameLogic.setKit 2 3 "usa_rifleman" "pr_usa_soldier5"

gameLogic.setKit 1 4 "mec_engineer" "pr_mec_soldier6"
gameLogic.setKit 2 4 "usa_engineer" "pr_usa_soldier6"

gameLogic.setKit 1 5 "mec_medic" "pr_mec_soldier2"
gameLogic.setKit 2 5 "usa_medic" "pr_usa_soldier2"

gameLogic.setKit 1 6 "mec_RiflemanAT" "pr_mec_soldier7"
gameLogic.setKit 2 6 "usa_RiflemanAT" "pr_usa_soldier8"

rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera -21/39/-769 141/0/0

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix "ejod"
else
texturemanager.customTextureSuffix "ejod"
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 710

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 250
gameLogic.setDefaultNumberOfTicketsEx 16 2 250
gameLogic.setDefaultNumberOfTicketsEx 32 1 250
gameLogic.setDefaultNumberOfTicketsEx 32 2 250
gameLogic.setDefaultNumberOfTicketsEx 64 1 250
gameLogic.setDefaultNumberOfTicketsEx 64 2 250
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10

rem -----------------------------------------------------------------------------

rem -----------------------------------------------------------------------------

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
renderer.tweakfarplane1p 10000001
renderer.tweaknearplane 0.08

gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"
And make ServerAchives.con look like this. Remember that the first line is different on each map, im just showing how it works for ejod.

Code: Select all

fileManager.mountArchive Levels/ejod_desert_6/objects_server.zip Objects
fileManager.mountArchive inits/factions_common.zip factions_common
fileManager.mountArchive inits/factions_usa.zip factions_usa
fileManager.mountArchive inits/factions_mec.zip factions_mec
On a side note, you do have it mount the old map i hope in clientarchives.con.
3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Re: What is needed for Forward Outpost?

Post by 3===SPECTER===3 »

Well I'll be damned good job ben. I had everything exactly like you but instead of
run ../../factions_common/spawners_common.con
run ../../factions_mec/spawners_mec_sp.con
run ../../factions_usa/spawners_usa_sp.con

I had
run ../../inits/factions_common/spawners_common.con
run ../../inits/factions_mec/spawners_mec_sp.con
run ../../inits/factions_usa/spawners_usa_sp.con

So a note to anybody out there who is doing this, go with the first one
Thanks ben its working like a charm

For your spawn problem, Im not really sure what you problem is, but I think its because you don't have SP kits. Like if you look in your kits.server then you'll see they have SP kits. the spawners call on those im pretty sure, so if you want a kit loadout like that, then you would need to just add '_sp' after every kit.
Last edited by 3===SPECTER===3 on 2010-02-20 18:30, edited 1 time in total.
ben748
Posts: 91
Joined: 2009-03-07 22:15

Re: What is needed for Forward Outpost?

Post by ben748 »

I looked into it, i havent attempted doing it yet, but the kit names have changed on the LAT and so, i have to change its spawn name, but to lazy atm, readding mestia. And those kits reference the correct ones, its just some of the names changed in syntax.

Always helps to have most old PR versions lying somewhere on this computer.

More info if your getting crashes when a flag is capped.
The flag syntax has changed, for example,
ejod was set to

Code: Select all

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_mec"
gameLogic.setTeamFlag 2 "flag_us"
But that crashes, changing it to

Code: Select all

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_MEC"
gameLogic.setTeamFlag 2 "flag_US"
Notice that the mec is now capitalized, make sure you use the right syntax by looking through the flag names in common_server.zip

And to the game not letting you spawn as the last kit if you use the old style init.con

Make the old

Code: Select all

gameLogic.setKit 1 0 "mec_officer" "pr_mec_soldier4"
gameLogic.setKit 2 0 "usa_officer" "pr_usa_soldier4"

gameLogic.setKit 1 1 "mec_specialist" "pr_mec_soldier1"
gameLogic.setKit 2 1 "usa_specialist" "pr_usa_soldier1"

gameLogic.setKit 1 2 "mec_assault" "pr_mec_soldier5"
gameLogic.setKit 2 2 "usa_assault" "pr_usa_soldier3"

gameLogic.setKit 1 3 "mec_rifleman" "pr_mec_soldier3"
gameLogic.setKit 2 3 "usa_rifleman" "pr_usa_soldier5"

gameLogic.setKit 1 4 "mec_engineer" "pr_mec_soldier6"
gameLogic.setKit 2 4 "usa_engineer" "pr_usa_soldier6"

gameLogic.setKit 1 5 "mec_medic" "pr_mec_soldier2"
gameLogic.setKit 2 5 "usa_medic" "pr_usa_soldier2"

gameLogic.setKit 1 6 "mec_RiflemanAT" "pr_mec_soldier7"
gameLogic.setKit 2 6 "usa_RiflemanAT" "pr_usa_soldier8"
Look like

Code: Select all

gameLogic.setKit 1 0 "mec_officer" "pr_mec_soldier4"
gameLogic.setKit 2 0 "usa_officer" "pr_usa_soldier4"

gameLogic.setKit 1 1 "mec_specialist" "pr_mec_soldier1"
gameLogic.setKit 2 1 "usa_specialist" "pr_usa_soldier1"

gameLogic.setKit 1 2 "mec_assault" "pr_mec_soldier5"
gameLogic.setKit 2 2 "usa_assault" "pr_usa_soldier3"

gameLogic.setKit 1 3 "mec_rifleman" "pr_mec_soldier3"
gameLogic.setKit 2 3 "usa_rifleman" "pr_usa_soldier5"

gameLogic.setKit 1 4 "mec_engineer" "pr_mec_soldier6"
gameLogic.setKit 2 4 "usa_engineer" "pr_usa_soldier6"

gameLogic.setKit 1 5 "mec_medic" "pr_mec_soldier2"
gameLogic.setKit 2 5 "usa_medic" "pr_usa_soldier2"

gameLogic.setKit 1 6 "mec_riflemanat" "pr_mec_soldier2"
gameLogic.setKit 2 6 "usa_riflemanat" "pr_usa_soldier2"

The thing causing the not spawning was the fact, that the newer version has less soldier models, and the last kit tended to have a # that does not exist anymore, which instead of crashing the game, just would not let you spawn. Changing to a lower # makes it work fine.
Last edited by ben748 on 2010-02-20 19:30, edited 1 time in total.
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