Anybody still mod their PRSP?

Suggestions and feedback pertaining to Project Reality Single Player.
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3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Anybody still mod their PRSP?

Post by 3===SPECTER===3 »

Its been awhile since I've even checked these forums since lately its been alot of people with questions regarding the standard Project Reality with singleplayer support. Anyway, I just made this thread to see if anybody has still been modding their PRSP like the old days, and if so post some pictures or tell us what you got.

P.S. I hope I can post something like this in here still, because it is a feedback thread and this isn't really feedback. If not Im sorry and please lock.
Hans Martin Slayer
Retired PR Developer
Posts: 4090
Joined: 2007-01-21 02:20

Re: Anybody still mod their PRSP?

Post by Hans Martin Slayer »

P.S. I hope I can post something like this in here still, because it is a feedback thread and this isn't really feedback. If not Im sorry and please lock.
Sure.

And welcome back! :-)
bluehawk112
Posts: 65
Joined: 2009-05-01 22:27

Re: Anybody still mod their PRSP?

Post by bluehawk112 »

Sure. Welcome back also!
I recently found out, how to increase my own character´s hitpoints (as singleplayer).
So, for everybody who is annoyed to get shot down so fast (being on the ground, infantry):
Go into folder "objects or objects.server", then open the folder "soldiers.server".
Thereafter take the files PR_US_soldier_2.tweak and/or PR_USA_solder_2.tweak and/or
PR_GB_soldier_>try out which nomber, I think it was solder_1.tweak and I think it was nomber 4 for the canadian character.

Once the tweak file is opened, you can rise the max hitpoints, hitpoints and critical damage hitpoints. A good value is 19999 for max hitpoints, hitpoints and 18000 for critical damage.

So, thanks to RAW HOMICIDE, I understand the logic behind all the object.server-files and map-files, python and so on.
Your explanations were the reason to become a member of this forum, thanks again
Bluehawk112 :razz:

[R-DEV]Hans Martin Slayer wrote:Sure.

And welcome back! :-)
usmcguy
Posts: 642
Joined: 2009-12-14 20:26

Re: Anybody still mod their PRSP?

Post by usmcguy »

oh yea man! like crazy...kits,factions GPO'S
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Anybody still mod their PRSP?

Post by AquaticPenguin »

I did a mod of PRSP a little while back, gave all the insurgents RPGS with a tiny reload time. Slowed down the RPG rockets speed and then flew over them to hear the RPGS whistling past. Good times.
NuclearBanane
Posts: 200
Joined: 2009-02-14 16:52

Re: Anybody still mod their PRSP?

Post by NuclearBanane »

Welcome Back also.

I hvn't tried to mod the .9 folders because i did not know if it might affect the Multiplayer portion, as in getting kicked.
3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Re: Anybody still mod their PRSP?

Post by 3===SPECTER===3 »

Well thanks for the welcomes guys. And as for you NuclearBanane, if you make a copy of the PR folder and rename it to PR_SP then you can mod all you want without affecting gameplay.

And as for me, I've been working on getting unlocks working in PR_SP for a long time, kinda put everything else I've been doing on the back burner. So far I'm having no luck. Ive got threads on the BF2 singleplayer and editor forums and even here in community modding if you want to help. That would be appreciated. But other then that I've mainly recovered as many of the old PR maps as possible for singleplayer and I was able to get my PR_SP running in v1.41 so I have area attacks back ;) . And thanks to the "Combat" mod thats currently in beta, Ive got some vBF2 weapons with 3D iron sights. For my personal use of course. Oh and technically, I have a "special forces" faction. Its WIP but its just a better way for me to use more variety in weapons until I figure out this unlock situation.
Spyker2041
Posts: 1076
Joined: 2010-03-18 16:25

Re: Anybody still mod their PRSP?

Post by Spyker2041 »

PRSP 0.75 ftw!!!!!
Image
Take a look at my custom PRSP Maps --> Click Here
Take a look at my gameplay vids --> Click Here
dman248
Posts: 26
Joined: 2010-03-09 16:07

Re: Anybody still mod their PRSP?

Post by dman248 »

Me and a couple friends made zombie bots lol, i would post a vid of it, but i dont know if i can.
bluehawk112
Posts: 65
Joined: 2009-05-01 22:27

Re: Anybody still mod their PRSP?

Post by bluehawk112 »

Hi Specter,
you seem to be very experienced in doing this.
I also found out a lot of interesting stuff that improved my SP gameplay and increased my motivation staying with bf 2 pr.
There´s still a few things that I don´t know how to change.
One thing is for example this annoying vibration when you get hit by a bullet - so that you can´t recognize your ennemy nor aim on him.
Can someone help how to switch that off?
Would be awesome to get some help - if other questions arise , perhaps I can help next time, thanks mates
Bluehawk112



3===SPECTER===3 wrote:Well thanks for the welcomes guys. And as for you NuclearBanane, if you make a copy of the PR folder and rename it to PR_SP then you can mod all you want without affecting gameplay.

And as for me, I've been working on getting unlocks working in PR_SP for a long time, kinda put everything else I've been doing on the back burner. So far I'm having no luck. Ive got threads on the BF2 singleplayer and editor forums and even here in community modding if you want to help. That would be appreciated. But other then that I've mainly recovered as many of the old PR maps as possible for singleplayer and I was able to get my PR_SP running in v1.41 so I have area attacks back ;) . And thanks to the "Combat" mod thats currently in beta, Ive got some vBF2 weapons with 3D iron sights. For my personal use of course. Oh and technically, I have a "special forces" faction. Its WIP but its just a better way for me to use more variety in weapons until I figure out this unlock situation.
bluehawk112
Posts: 65
Joined: 2009-05-01 22:27

Re: Anybody still mod their PRSP?

Post by bluehawk112 »

Open file "unlocks.py" in folder "EA GAMES\Battlefield 2\python\bf2\stats" with texteditor.

you need the line:

'defaultUnlocks = [0, 0, 0, 0, 0, 0, 0]'

All Zeros must be changed in "1". Then safe that file. All special weapons are now unlocked.
Was this your problem? Did that work?






3===SPECTER===3 wrote:Well thanks for the welcomes guys. And as for you NuclearBanane, if you make a copy of the PR folder and rename it to PR_SP then you can mod all you want without affecting gameplay.

And as for me, I've been working on getting unlocks working in PR_SP for a long time, kinda put everything else I've been doing on the back burner. So far I'm having no luck. Ive got threads on the BF2 singleplayer and editor forums and even here in community modding if you want to help. That would be appreciated. But other then that I've mainly recovered as many of the old PR maps as possible for singleplayer and I was able to get my PR_SP running in v1.41 so I have area attacks back ;) . And thanks to the "Combat" mod thats currently in beta, Ive got some vBF2 weapons with 3D iron sights. For my personal use of course. Oh and technically, I have a "special forces" faction. Its WIP but its just a better way for me to use more variety in weapons until I figure out this unlock situation.
3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Re: Anybody still mod their PRSP?

Post by 3===SPECTER===3 »

bluehawk112 wrote:Open file "unlocks.py" in folder "EA GAMES\Battlefield 2\python\bf2\stats" with texteditor.

you need the line:

'defaultUnlocks = [0, 0, 0, 0, 0, 0, 0]'

All Zeros must be changed in "1". Then safe that file. All special weapons are now unlocked.
Was this your problem? Did that work?
Yeah ive tried this already, it only works for the first version of BF2. The problem with unlocks is that they dont work in PR. I have unlocks working for singleplayer in EOD, and FH2, but when I try for PR, the button for the unlock appears, but it doesn't work, wont switch to the next gun.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Anybody still mod their PRSP?

Post by Outlawz7 »

Did you add the unlocks to the kits?
3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Re: Anybody still mod their PRSP?

Post by 3===SPECTER===3 »

Yeah I added unlocks, I did it to the officer kit and made it so the unlocks are M4 w/aimpoint and then M4 w/ iron sights. And its not that im running .91 on 1.41, because I tried it on PR .75 (I think the last release before 1.5) and It didn't work there either. Also, I noticed that in FH2 when I made alot of unlocks for the kits, I forgot to add the line "ObjectTemplate.unlockIndex 1" and the effect was exactly what im experiencing in PR. The only problem is, that in PR I have this line in already. So im stumped.
bluehawk112
Posts: 65
Joined: 2009-05-01 22:27

Re: Anybody still mod their PRSP?

Post by bluehawk112 »

Sorry that I can´t help here.
Can somebody help me with my question:


This annoying vibration when you get hit by a bullet - so that you can´t recognize your enemy and you can´t aim on him for the next 4-5 seconds.
Can someone help how to switch that annoying effect off or reduce to zero seconds?
:-(
3===SPECTER===3
Posts: 831
Joined: 2007-05-05 01:13

Re: Anybody still mod their PRSP?

Post by 3===SPECTER===3 »

Maybe if you go into the client archives and take out the line that goes to the shaders???? I'm not sure. I wouldn't try that until somebody confirms. And dont worry for not being able to help, it seems like an impossibility to get unlocks in PR at this point and I've already gotten 0 answers on three seperate forums.
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