[0957] Init System

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Amok@ndy
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Posts: 5144
Joined: 2008-11-27 22:13

[0957] Init System

Post by Amok@ndy »

Init.con [0917] :
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../factions_gb/gb.con
run ../../factions_taliban/taliban.con

rem -----------------------------------------------------------------------------
Init.con [0957] :
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../Factions/faction_init.con 1 "ru"
run ../../Factions/faction_init.con 2 "ger"

rem -----------------------------------------------------------------------------
you can easily switch the factions on your map you just need to replace the "ru" with "usa" for example

List with all available Teamsettings [0957]:

Code: Select all

[list]
[*]"cf"
[*]"cf_para"
[*]"cf_sp_variant1"
[*]"cf_vehicles"
[*]"chinsurgent"
[*]"chinsurgent_sp_variant2"
[*]"chinsurgent_sp_variant3"
[*]"ch"
[*]"ch_sp_variant3"
[*]"ch_vehicles"
[*]"gb"
[*]"gb_para_sp_variant2"
[*]"gb_sp_variant1"
[*]"gb_sp_variant2"
[*]"gb_sp_variant3"
[*]"gb_vehicles"
[*]"gb_ziptie"
[*]"ger"
[*]"ger_sp_variant1"
[*]"ger_para"
[*]"ger_vehicles"
[*]"ger_ziptie"
[*]"hamas"
[*]"hamas_sp_variant2"
[*]"hamas_sp_variant3"
[*]"idf"
[*]"idf_md"
[*]"idf_sp_variant1"
[*]"idf_md_sp_variant3"
[*]"idf_vehicles"
[*]"mec"
[*]"mec_para_sp_variant2"
[*]"mec_sp_variant4"
[*]"mec_vehicles"
[*]"meinsurgent"
[*]"meinsurgent_sp"
[*]"ru"
[*]"ru_sp_variant3"
[*]"ru_sp_variant4"
[*]"ru_vehicles"
[*]"taliban"
[*]"taliban_sp_variant1"
[*]"taliban_sp_variant2"
[*]"usa"
[*]"usa_para"
[*]"usa_para_sp_variant2"
[*]"usa_para_sp_variant3"
[*]"usa_vehicles"
[*]"usa_ziptie"
[*]"us"
[*]"us_para_sp_variant3"
[*]"us_para_sp_variant4"
[*]"us_vehicles"
[*]"us_ziptie"
[/list]
ServerArchives.con are not needed in 0.95

FAQ:

Q:
Is there anything else I should know before porting my map from 0917 to 0957?
A:
If you are using Fieldstatics in 0957 you need to remove the
Object.isOvergrowth 1
Line from your Field.con or StaticObjects.con, as covered in this topic: https://www.realitymod.com/forum/f189-m ... ement.html
Last edited by Rhino on 2010-10-25 17:46, edited 3 times in total.
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pfhatoa
Posts: 917
Joined: 2009-08-27 19:26

Re: [0957] Init System

Post by pfhatoa »

Great! Maybe this should be linked in the compilation thread: https://www.realitymod.com/forum/f189-m ... rs-up.html

Also, is there anything else I should know before porting my map from 0917 to 0957?
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [0957] Init System

Post by Amok@ndy »

updated
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K4on
Retired PR Developer
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Joined: 2009-05-08 19:48

Re: [0957] Init System

Post by K4on »

thank you, it helps me alot
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [0957] Init System

Post by dunem666 »

does this now allow team number setting?

ie GB VS US possible?

or so the kits still have setteamlogic set?
dunem
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AncientMan
Retired PR Developer
Posts: 5111
Joined: 2007-05-22 07:42

Re: [0957] Init System

Post by AncientMan »

Sure, we already have 2 "team 2's" playing against each other with IDF and RU.
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ubermensche
Posts: 264
Joined: 2010-12-09 03:12

Re: [0957] Init System

Post by ubermensche »

wut's the difference between each? i.e. "cf" vs. "cf_sp_variant1"
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [0957] Init System

Post by Amok@ndy »

its really selfexplaining

cf is the multiplayer faction

cf_sp_variant.... are the SP versions ;)
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ubermensche
Posts: 264
Joined: 2010-12-09 03:12

Re: [0957] Init System

Post by ubermensche »

ya figured that out while editing. Sry for the stupid question.
*slaps himself on the back of the head*
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [0957] Init System

Post by Shovel »

So russia doesn't have a para variant?
Shovel009
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [0957] Init System

Post by Amok@ndy »

Its not on the list so NO
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Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: [0957] Init System

Post by Shovel »

Does this apply to 966?
Shovel009
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [0957] Init System

Post by Amok@ndy »

yes it is still the same system, this thread will only get renamed if the system changes
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [0957] Init System

Post by Rabbit »

Feel like I should add this. If you create a tmp file for your level and add your factions into that along with

Code: Select all

terrainCuller.setUseStitchedLods 0
You will not have to constantly re-apply it to your terrain.con and init after you make changes in the editor.
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AfSoccer "I just don't see the natural talent."
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AfterDune
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Joined: 2007-02-08 07:19

Re: [0957] Init System

Post by AfterDune »

Or make those files read-only ;) .
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [0957] Init System

Post by Rabbit »

[R-DEV]AfterDune wrote:Or make those files read-only ;) .
If you do that with your terrain.con you can not save new work, you have to make it writable, which then removes the code you added.
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AfSoccer "I just don't see the natural talent."
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [0957] Init System

Post by Amok@ndy »

[R-DEV]AfterDune wrote:Or make those files read-only ;) .
im using this all the time AD and its really much better to have a tmp.con (it gets loaded anyway if its there or not lol)

anyway this does not belong to the Init system
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: [0957] Init System

Post by Rabbit »

[R-DEV]Amok@ndy wrote:im using this all the time AD and its really much better to have a tmp.con (it gets loaded anyway if its there or not lol)

anyway this does not belong to the Init system
Yeah, I agree, though I didn't feel it needs it's own thread and would be fine if someone threw it in a tips and tricks thread.
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AfSoccer "I just don't see the natural talent."
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