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QUICKLY MODDING AND CREATING NEW FPS GAMES

INSTALLING AND WORKING WITH BF2142 IN THE EDITOR BF2

REQUIRES BF2 GAME INSTALLED TO DO PROPERLY

Editor for BF2 and BF2142 II games. Works well on Windows 10. Just watch any video on YT showing how to install and use the BF2 editor. There are also many descriptions and instructions that can be easily found on pages.

Here's what I did to get 2142 working (in conquest mode) in the editor. At the end I also include object template lists, how to set up teams, and get weather working.

copy your 2142 mod folder (electronic arts/battlefield 2142/mods/bf2142)
paste it in your BF2 mod folder (ea games/battlefield 2/mods)



on my desktop I then created a folder named after each folder in (ea games/ battlefield 2/mods/bf2142/objects)
for example effects, kits, static objects, etc

unziped each file into its corresponding folder. For example unzip the effects_client and effects_server zips into the 'effects' folder on your desktop. Unzip the staticobjects_client and staticobjects_server folders into your 'staticobjects' folder on your desktop.
Theres alot of files there to move around. To speed up the process right click the server and client zips, highlight 'extract files' and extract them to the right folder on your desktop. That way they will all extract to the appropriate sub folders without rewriting anything. You SHOULD NOT overwrite anything. If you are asked if you want to you did something wrong.

After all the folders are unpacked into the right folders on your desktop take those desktop folders and place them in your objects folder so that you have the client and server zips plus the unpacked folders.

Next fire up the editor, select bf2142 for your mod. Let it load. Next on the top select 'mod' and highlight 'mod manager' release.
Select the editor content tab. Click each box in the left hand side box so that it is grey/filled in. (The box is a list with related folders to load into the editor. For example common, effects, kits, roads, etc. DO NOT click apply. Click Ok at the bottom. If you click ok you will have to load everything twice. Not a major problem buy a pain and a waste of your valuable time. Clicking OK loads everything plus closes the box when finished.

When thats done create a level like normal. I suggest starting with a small map. 256. Until you know you have everything working. Do a a little painting. Note that there are a billion new detail textures but only 2 color textures. Who knows why. Make a bit of terrain. Add some flags with spawn points. Save, quit.

Now edit your teams like you did before. Open another maps init.con file. Replace the team settings with the team settings I included at the end of this tutorial.

save the init.con file
NOTE- for some reason the editor does not save the team settings. Every time you load the map into the editor you will need to redo the init.con team settings.
(or) you can also set the init.con to read only. Make sure you select no when asked to make init.con rewritable. (Thanks Xaritix for clarification)

Next take your entire map (ea games/battlefield2/mods/bf2142/levels/Your_map) and copy it. Past onto your desktop or just move it onto your desktop. Just make sure you don't still have it in your bf2 mods folder. If you do you might have problems with the game trying to reference the wrong files. For example you don't want to have the same map in multiple places. I hope you understand remotely what I mean.

Place your map in your base 2142 levels folder. (electronic arts/battlefield2142/mods/bf2142/levels)
Recheck you init.con again to make sure the team setting are correct.

Fire up 2142! Create a local game. Make sure you have conquest selected in the drop down list for game modes otherwise you wont see it (unless of course you set up the map for another game mode. But for a first map I would just do conquest since its the simplest to do.
With lots of modders luck (which unfortunately is always low) your map will run. To edit the map more move the map back into your bf2/mods/bf2142/levels directory. Rinse and repeat. REMEMBER that you must redo your init.con team settings each time you edit your map. Do this last. (Unless your init.con is read-only of course.)

IF IT DOES NOT RUN
*Make sure your bf2142 is updated to current patch.
*Make sure your mod files are up to date with the current patch


To add vehicles-
Note: Walker will not work. Adding a walker results in a dump file crash when loading the map.
In the editor add object/vehicle spawn points. Select a bf2 vehicle. Or even leave it with no vehicle if you want. Doesn't matter.
When finished save and close the editor.
Open up you gameplayobjects.con on your maps editor folder. Find the vehicle spawn point. looks like this >>

rem ********** Object Spawner **********
rem [ObjectSpawnerTemplate: Comm_Station_CH_US_HeavyJeep]
ObjectTemplate.create ObjectSpawner Comm_Station_CH_US_HeavyJeep
ObjectTemplate.activeSafe ObjectSpawner Comm_Station_CH_US_HeavyJeep
ObjectTemplate.modifiedByUser "Jeff Richey"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 JEP_NANJING <<<<<<<<<<<< This is the name of the vehicle that will spawn
ObjectTemplate.setObjectTemplate 2 USJEP_HMMWV

Replace the name of the vehicle with the 2142 vehicle you want.
So now something like this:

rem [ObjectSpawnerTemplate: Comm_Station_CH_US_HeavyJeep]
ObjectTemplate.create ObjectSpawner Comm_Station_CH_US_HeavyJeep
ObjectTemplate.activeSafe ObjectSpawner Comm_Station_CH_US_HeavyJeep
ObjectTemplate.modifiedByUser "Jeff Richey"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 as_fav
ObjectTemplate.setObjectTemplate 2 eu_fav
ObjectTemplate.maxSpawnDelay 30


BF2142 adds an additional line to the end (ObjectTemplate.maxSpawnDelay #)
Its self explanatory as to what that does.
---
Weather: See this thread
Bfeditor.org
---
Getting TITAN mode to work, more or less.. (Thanks Sir.Darthmaster!)
Bfeditor.org
---

2142 TEAM SETINGS
I suggest saving this info on a notepad file on your desktop so you can easily copy and past it into your maps.

gameLogic.setTeamName 1 "Pac"
gameLogic.setTeamName 2 "EU"

gameLogic.setTeamLanguage 1 "Russian"
gameLogic.setTeamLanguage 2 "English"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_Pac"
gameLogic.setTeamFlag 2 "flag_EU"

gameLogic.setKit 1 0 "Pac_Recon" "pac_light_soldier" "pac_heavy_soldier"
gameLogic.setKit 2 0 "EU_Recon" "us_light_soldier" "us_heavy_soldier"

gameLogic.setKit 1 1 "Pac_Assault" "pac_light_soldier" "pac_heavy_soldier"
gameLogic.setKit 2 1 "EU_Assault" "us_light_soldier" "us_heavy_soldier"

gameLogic.setKit 1 2 "Pac_Anti-Vehicle" "pac_light_soldier" "pac_heavy_soldier"
gameLogic.setKit 2 2 "EU_Anti-Vehicle" "us_light_soldier" "us_heavy_soldier"

gameLogic.setKit 1 3 "Pac_Support" "pac_light_soldier" "pac_heavy_soldier"
gameLogic.setKit 2 3 "EU_Support" "us_light_soldier" "us_heavy_soldier"


---
Gameplayobjects.con OBJECT TEMPLATES
If I missed any or made any mistakes please add it in!
NS also added new skins to some existing vehicles
Note- .setobjecttemplate 1 or 2 corresponds to your team settings. If PAC(AS) is set as team 1 then your corresponding object template should read "ObjectTemplate.setObjectTemplate 1 AS_TANK"
If PAC is team 2 then the correspong object template is "
ObjectTemplate.setObjectTemplate 2 AS_TANK" etc etc
**Denotes objects that will crash the editor


VEHICLES

TANK ObjectTemplate.setObjectTemplate 1 AS_TANK
ObjectTemplate.setObjectTemplate 2 EU_TANK

APC ObjectTemplate.setObjectTemplate 1 AS_APC **
ObjectTemplate.setObjectTemplate 2 EU_APC

WINTER CAMO (NS) APC: ObjectTemplate.setObjectTemplate 2 eu_apc_alps **

NS HOV (BUGGY): ObjectTemplate.setObjectTemplate 1 as_hov_light

NS IFV (GOLIATH): ObjectTemplate.setObjectTemplate 2 eu_ifv **

FAV (BUGGY) ObjectTemplate.setObjectTemplate 1 AS_FAV
ObjectTemplate.setObjectTemplate 2 EU_FAV

AIRCRAFT ObjectTemplate.setObjectTemplate 1 as_ag
ObjectTemplate.setObjectTemplate 2 us_ag

WALKERS ObjectTemplate.setObjectTemplate 1 as_heavy_mech **
ObjectTemplate.setObjectTemplate 2 us_heavy_mech

NOT A GAME VEHICLE ObjectTemplate.setObjectTemplate 1 AS_APC_PODS **
ObjectTemplate.setObjectTemplate 2 EU_APC_PODS

DROPSHIP ObjectTemplate.setObjectTemplate 1 AS_At **
ObjectTemplate.setObjectTemplate 2 EU_At

---
MISSILE SILO

ObjectTemplate.setObjectTemplate 0 missile_silo_v2
ObjectTemplate.setObjectTemplate 1 missile_silo_v2
ObjectTemplate.setObjectTemplate 2 missile_silo_v2
ObjectTemplate.teamOnVehicle 1
ObjectTemplate.forwardTeamChangeToSpawnedVehicles 1
---
STATIC DEFENSE

ObjectTemplate.setObjectTemplate 1 static_aa
ObjectTemplate.setObjectTemplate 2 static_av

---
COMMANDER TOYS

POD LAUNCHER (NS) ObjectTemplate.setObjectTemplate 1 static_pod_array_gpk
ObjectTemplate.setObjectTemplate 2 static_pod_array_gpk

POD TRACKER ? (NS) ObjectTemplate.setObjectTemplate 1 alps_dockObject
ObjectTemplate.setObjectTemplate 2 alps_dockObject

ObjectTemplate.setObjectTemplate 2 Commander_EMP_Strike
ObjectTemplate.minSpawnDelay 360
ObjectTemplate.maxSpawnDelay 360
ObjectTemplate.teamOnVehicle 1

ObjectTemplate.setObjectTemplate 2 Commander_Movement_Analyst
ObjectTemplate.minSpawnDelay 360
ObjectTemplate.maxSpawnDelay 360
ObjectTemplate.teamOnVehicle 1

ObjectTemplate.setObjectTemplate 2 Commander_UAV_Drone_Control
ObjectTemplate.minSpawnDelay 360
ObjectTemplate.maxSpawnDelay 360
ObjectTemplate.teamOnVehicle 1

ObjectTemplate.setObjectTemplate 1 Commander_Orbital_Strike
ObjectTemplate.minSpawnDelay 360
ObjectTemplate.maxSpawnDelay 360
ObjectTemplate.teamOnVehicle 1

______________________________________________
TITAN

ObjectTemplate.setObjectTemplate 1 as_titan_playtest
ObjectTemplate.setObjectTemplate 2 eu_titan_playtest
ObjectTemplate.teamOnVehicle 1
ObjectTemplate.nrOfObjectToSpawn 1

EDITOR TUTORIAL



BF2/2142 EDITOR TUTORIAL FOR SINGLE PLAYER



You can greatly help the developer to create more parts of this game for you and take the time to show you many new ways to modify this game if you click on the JOIN button below this video - VIDEO
This way you will create your first game very quickly and insert a new 3D model into it. Thanks to the methods indicated here.
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