sioux 0 Melden Geschrieben 17. August 2003 (bearbeitet) Also wir bauen grade an einem neuen BF mOd wir haben ach schon die ersten Models fertig aber jetzt kriegen wir die net ins spiel.... im code scheint alles ok zu sein. wisst ihr woran das liegen könnte? Die objects.con ObjectTemplate.create HandFireArms Usp ObjectTemplate.itemIndex 2 ObjectTemplate.networkableInfo HandFireArmsInfo ObjectTemplate.projectileTemplate sg44Projectile ObjectTemplate.projectilePosition 0/0/0 ObjectTemplate.hasDynamicShadow 1 ObjectTemplate.magSize 15 ObjectTemplate.numOfMag 4 ObjectTemplate.magType 0 ObjectTemplate.reloadtime 4 ObjectTemplate.roundOfFire 6 ObjectTemplate.fireOnce 1 objectTemplate.aiTemplate uspAI ObjectTemplate.zoomFov 0.7 ObjectTemplate.altFireOnce 1 ObjectTemplate.soldierZoomFov 1.0 ObjectTemplate.soldierZoomPosition -0.05/-0.01/0.1 ObjectTemplate.soldierCameraPosition 0/-0.05/0.1 ObjectTemplate.AmmoType 1 ObjectTemplate.addRootSpeed 0 ObjectTemplate.minDamage 0.5 ObjectTemplate.distToStartLoseDamage 20 ObjectTemplate.distToMinDamage 40 rem ObjectTemplate.autoReload 1 Rem *** Deviation Begin ***** ObjectTemplate.velocity 1000 ObjectTemplate.setRecoilForceUp CRD_UNIFORM/0.4/0.6/0 ObjectTemplate.setRecoilForceLeftRight CRD_UNIFORM/-0.2/-0.2/0 ObjectTemplate.setHasRecoilForce 1 ObjectTemplate.setGoBackOnRecoil 1 ObjectTemplate.setFireDev 2.5 1.5 0.07 ObjectTemplate.setMinDev 0.8 ObjectTemplate.setTurnDev 0 0 0 0 ObjectTemplate.setSpeedDev 1.5 0.2 0.2 0.1 ObjectTemplate.setMiscDev 2.5 2.5 0.1 Rem *** Deviation End ***** ObjectTemplate.fireInCameraDof 1 ObjectTemplate.loadSoundScript Sounds/usp.ssc ObjectTemplate.GUIIndex 1 ObjectTemplate.setHudAmmoType ATAmmoBar ObjectTemplate.setAmmoBar "Ingame/Magbar_Pistol_empty_32x64.tga" ObjectTemplate.setAmmoBarFill "Ingame/Magbar_Pistol_full_32x64.tga" ObjectTemplate.setAmmoBarSize 41 ObjectTemplate.setAmomBarPosX 5 ObjectTemplate.setAmomBarPosY -11 ObjectTemplate.setAmomBarTextPosX 6 ObjectTemplate.setAmomBarTextPosY 4 ObjectTemplate.setCrossHairType CHTCrossHair ObjectTemplate.createSkeleton animations/Browninghipo.ske ObjectTemplate.useSkeletonPartAsMain Browninghipo ObjectTemplate.addTemplate BrowninghipoLod ObjectTemplate.addTemplate e_MuzzGun ObjectTemplate.setInputId -1 ObjectTemplate.startoneffects 0 ObjectTemplate.setPosition 0.0026/0.0226/0.1743 ObjectTemplate.setRotation 0/0/0 ObjectTemplate.addTemplate e_Shell9mm ObjectTemplate.setInputId -1 ObjectTemplate.startoneffects 0 ObjectTemplate.setPosition 0.01/0.02/0.28 ObjectTemplate.setRotation 0/0/0 rem ** Objects ObjectTemplate.create SimpleObject uspTrigger ObjectTemplate.geometry uspTrigger rem ObjectTemplate.create SimpleObject uspHane rem ObjectTemplate.geometry uspHane rem ObjectTemplate.create SimpleObject uspMantel rem ObjectTemplate.geometry uspMantel ObjectTemplate.create SimpleObject uspSimple ObjectTemplate.geometry Shad_usp ObjectTemplate.create AnimatedBundle uspComplex ObjectTemplate.geometry usp ObjectTemplate.hasDynamicShadow 1 ObjectTemplate.createSkeleton animations/Browninghipo.ske ObjectTemplate.addTemplate Gunmag ObjectTemplate.bindToSkeletonPart mag ObjectTemplate.create LodObject uspLod ObjectTemplate.lodselector HandWeaponLodSelector ObjectTemplate.addTemplate uspComplex ObjectTemplate.addTemplate uspSimple GeometryTemplate.create StandardMesh usp GeometryTemplate.file Nato\usp\usp_main GeometryTemplate.hasDynamicShadow 1 GeometryTemplate.setLodDistance 0 0 GeometryTemplate.setLodDistance 1 3 GeometryTemplate.setLodDistance 2 10 GeometryTemplate.setLodDistance 3 20 GeometryTemplate.setLodDistance 4 30 GeometryTemplate.setLodDistance 5 100 GeometryTemplate.create StandardMesh Shad_usp GeometryTemplate.file Nato\usp\uspsimpel GeometryTemplate.hasDynamicShadow 0 GeometryTemplate.setLodDistance 0 0 GeometryTemplate.setLodDistance 1 300 GeometryTemplate.create StandardMesh uspTrigger GeometryTemplate.file Walter_Trigger_m1 GeometryTemplate.setLodDistance 0 0 GeometryTemplate.setLodDistance 1 3 GeometryTemplate.setLodDistance 2 10 GeometryTemplate.setLodDistance 3 20 GeometryTemplate.setLodDistance 4 30 GeometryTemplate.setLodDistance 5 100 GeometryTemplate.create StandardMesh uspHane GeometryTemplate.file Walter_hane_m1 GeometryTemplate.setLodDistance 0 0 GeometryTemplate.setLodDistance 1 3 GeometryTemplate.setLodDistance 2 10 GeometryTemplate.setLodDistance 3 20 GeometryTemplate.setLodDistance 4 30 GeometryTemplate.setLodDistance 5 100 GeometryTemplate.create StandardMesh uspMantel GeometryTemplate.file Walter_Mantel_m1 GeometryTemplate.setLodDistance 0 0 GeometryTemplate.setLodDistance 1 3 GeometryTemplate.setLodDistance 2 10 GeometryTemplate.setLodDistance 3 20 GeometryTemplate.setLodDistance 4 30 GeometryTemplate.setLodDistance 5 100 Bearbeitet 17. August 2003 von sioux
Tomcraft 0 Melden Geschrieben 22. August 2003 ZITAT VON MESSIHA!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! ::: Du musst in Deinem MOD-Verzeichnis eine Datei Namens Init.con anlegen. Hier ein Beispiel anhand meiner eigenen Init.con "BLAUER TEXT" : game.setCustomGameName GlobalWar =>der Name Deiner MOD game.addModPath Mods/GlobalWar/ =>der Verzeichnisname Deiner MOD im BF1942-MOD-Verzeichnis game.addModPath Mods/XPack1/ =>der Verzeichnisname von RTR im MOD-Verzeichnis falls vorhanden game.addModPath Mods/BF1942/ =>der Verzeichnisname von BF1942 im MOD-Verzeichnis game.customGameFlushArchives 0 =>bewirkt, dass die neueren Skin, Modells, Maps usw. die in Deiner MOD sind, dargestellt werden game.setCustomGameVersion 0.10 =>die Versionsnummer Deiner Mod game.setCustomGameUrl http://www.tdp-clan.de =>die Homepage Deiner MOD game.setCustomGameInfo "Testen von selbsterstellten Einheiten. Teste das deutsche Schnellboot S 61 bei Midway." =>eine kleine Beschreibung Deiner MOD. Game.setMenuMusicFilename "music/slaughter4.bik" Game.setLoadMusicFilename "music/vehicle4.bik" Game.setWinMusicFilename "music/vehicle3.bik" Game.setLoseMusicFilename "music/menu.bik" Game.setCampaignLoseMusicFilename "music/theme2.bik" Game.setDebriefingMusicFilename "music/briefing.bik" Alles was mit MusicFilename zu tun hat gibt an, welche Musik/Film bei BF1942 im Hintergrund abgespielt wird. Beachte auch die Reihenfolde der Modverzeichnisse. Also erst der Deines MOD´s und dann der von RTR und zum Schluss BF1942.