Weapons

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  • GonnarMon

    #1

    Weapons

    I have a stock unpatched version of BF2 on my desktop and i'm trying to add a few of the special forces weapons to it. My question is which files do i need to edit? I've put the object server/client files in thier respective places (only the folders of the sasrif_mg36) but i dont know which files to edit. Please Help
  • 7man

    #2
    Re: Weapons

    What do you mean like getting the Special Forces guns on BF2?? Cause if that is what you mean then all you need to do is play one round in Special Forces then get a rank and choose your guns and you can get them in BF2.

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    • GonnarMon

      #3
      Re: Weapons

      No. I have a copy of the unpatched version on desktop(reason is for modding and unlockable weapons for singleplayer for i cant play multiplayer) i have BF2/special forces in my program files. I'm takingh weapons from SF and placing them in my (Desktop)BF2.

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      • *DEAD*

        #4
        Re: Weapons

        Originally posted by GonnarMon
        No. I have a copy of the unpatched version on desktop(reason is for modding and unlockable weapons for singleplayer for i cant play multiplayer) i have BF2/special forces in my program files. I'm takingh weapons from SF and placing them in my (Desktop)BF2.
        isnt that illgal?

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        • jdrou
          Member
          • Jul 2006
          • 1860

          #5
          Re: Weapons

          Originally posted by *DEAD*
          isnt that illgal?
          Why would it be illegal if he bought SF? He isn't giving SF content to anyone (which would be illegal).

          The simplest way to do it would be to just add references to the xpack zip files to your vanilla .con files. Then all you have to do is drop the weapons into the kit files in place of the vanilla weapons. If you must integrate the zips for some reason you will need to copy more files than the obvious. There are multiple files in objects_client, objects_server, and some in menu_server for each weapon. The zipline and grappling hook have even more files than the normal weapons (I copied these into my personal mod). If you're only talking about the weapons that are available as unlocks (like the MG36), you don't even need SF for those since they are in the vanilla zip files. Just add them to the kit files.

          If you're looking to do more than just replace one primary weapon with another you may want to look at this thread regarding item index numbers: http://battlefieldsingleplayer.plane...showtopic=2279 .

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          • GonnarMon

            #6
            Re: Weapons

            Thanks for the info but i'm not sure you understand correctly but my desktop copy of Battlefield 2 is V.1.0. Special Forces is not added to this one, not even a patch. I done this so I can edit the Unlocks.py file and have the unlocks for singleplayer and mod it to my liken. I'm taking files from the version 1.1 in the program files of my computer which has the (xpansion pack/Special forces) and placing them into the desktop copy V1.0.

            Heres what I've done so far. I've taken the
            BF2/object client/weapons/handheld/(for example sasrif_mg36) and placed into the (desktop V1.0) folders. Then the the same thing in the objectserver/folder. I'me not sure if thats all in the objects. Then i searched the BF2/Menuclient/hud/texture/ingame/weapons/icons/hud/mg36.tga and mg36.mini.tga and placed them in the folder of (desktop V1.0). Then the Menuserver/atlas/MeMeAtlas.tai I have added :

            Menu/HUD/Texture/Ingame/Weapons/Icons/Hud/sasrif_mg36.tga Menu\Atlas\MemeAtlas_010.dds, 0, 0.439453, 0.294922, 0.0732422, 0.0214844
            Menu/HUD/Texture/Ingame/Weapons/Icons/Hud/sasrif_mg36_mini.tga Menu\Atlas\MemeAtlas_010.dds, 0, 0.832031, 0.275391, 0.0283203, 0.00830078

            Now I'm not sure of the Memeatlas.tac in the menuserver/atlas I cant edit that file. Now I need to know what other files to edit for I have added it to the US Support kit, the game loads and plays but the weapon icon is not in the support kit(no weapon shows). I can use the gun but i cant switch to grenades/ammo ext. or the game will CTD.

            P.S.
            I'm sure this is okay because i am not sharing this, this is for personal use only for singleplayer. I am not touching my V1.1 for one day I might be able to play online when i get DSL connection and better video/memory/sound for my computer.

            Alright I,ve searched some more and i found that I needed to replace the MemeAtlas_010.dds file in V1.0 with the one in V1.1 found in Menuclient/Atlas folder. Well this fixed the visual of the (support) weapon in the spawnscreen. But the game still CTD's when switching to the grenades/ammo/pistol/knife.

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            • jdrou
              Member
              • Jul 2006
              • 1860

              #7
              Re: Weapons

              Originally posted by GonnarMon
              Thanks for the info but i'm not sure you understand correctly but my desktop copy of Battlefield 2 is V.1.0. Special Forces is not added to this one, not even a patch. I done this so I can edit the Unlocks.py file and have the unlocks for singleplayer and mod it to my liken.
              I tried to do this with the SF weapons from the 1.12 patch once for the same reason and gave up (at least temporarily). (I also wanted to see if I could make the game use more than two tiers of unlocks.) If you manage to get it working please post here or at the BFSP forum; I think many SP-only players are still running v1.0 for that unlock mod.

              Comment

              • GonnarMon

                #8
                Re: Weapons

                yes i have gotten the level 2 unlocks working and i've found that i can creat level3 and so on. I am still searching more files and yes i will post if I get the weapons to finally work.

                For Level 3 unlocks:

                First edit the python/BF2/stats/unlocks.py

                def onPlayerConnect(player):

                defaultUnlocks = [3, 3, 3, 3, 3, 3, 3]

                Then edit the kits(object server only). For example I will use the US Sniper.

                ObjectTemplate.addTemplate kni_knife
                ObjectTemplate.addTemplate USPIS_92FS
                ObjectTemplate.addTemplate USRIF_M24
                ObjectTemplate.addTemplate USHGR_M67
                ObjectTemplate.addTemplate c4_explosives
                ObjectTemplate.addTemplate UnlockUSSniper
                ObjectTemplate.addTemplate UnlockUSSniper2
                ObjectTemplate.addTemplate UnlockUSSniper3
                ObjectTemplate.addTemplate ParachuteLauncher

                Now scroll down to unlocks section.

                ObjectTemplate.create ItemContainer UnlockUSSniper
                ObjectTemplate.addTemplate chsni_type88
                ObjectTemplate.unlockLevel 1

                ObjectTemplate.create ItemContainer UnlockUSSniper2
                ObjectTemplate.addTemplate rurif_Dragunov
                ObjectTemplate.replaceItem USRIF_M24
                ObjectTemplate.replaceItem chsni_type88
                ObjectTemplate.unlockLevel 2

                ObjectTemplate.create ItemContainer UnlockUSSniper3
                ObjectTemplate.addTemplate usrif_g36c
                ObjectTemplate.replaceItem USRIF_M24
                ObjectTemplate.replaceItem chsni_type88
                ObjectTemplate.replaceItem rurif_Dragunov
                ObjectTemplate.unlockLevel 3

                You can put any weapon in place of the usrif_g36c for i dont use unlock 3 I just jotted this down for all of yall. Even though you dont have to have all the replace item templates, you have to basically replace the weapon in the unlock before this unlock(unlock 2). Like in the main kit you have claymores, in unlock1 you want c4.

                ObjectTemplate.addTemplate C4
                ObjectTemplate.replaceItem claymore

                Now you want to switch back to claymore in unlock2.

                ObjectTemplate.addTemplate claymore
                ObjectTemplate.replaceItem c4

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                • $kelet0r

                  #9
                  Re: Weapons

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                  • GonnarMon

                    #10
                    Re: Weapons

                    :) Okay everyone, I've done it. Everything flows together now, I've of course found my problem and will continue with the other weapons untill I have them all. May take a couple days but i will post a "HOW TO" (not a download) for all of us modding soldiers! Thanks for help!!!

                    Comment

                    • jdrou
                      Member
                      • Jul 2006
                      • 1860

                      #11
                      Re: Weapons

                      Excellent! Looking forward to it.


                      Originally posted by $kelet0r
                      Actually FFOLKES' unlock mod is not related to this even though it also concerns unlocks. This is about putting content from later patches and SF into BF2 version 1.00 which allows you to have real selectable unlocks in SP just like in MP with a simple mod to a single text file.

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