SWB1 Vehicles Not Working
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SWB1 Vehicles Not Working
I'm trying to get the skiffs from the SWB1 map Dune Sea in a map of my own. I can't seem to get them to spawn. I notice them in the \BF2_ModTools\assets\sides\rep\munged. I put tat_hover_skiff in my vehicle spawn. But nothing happens. Do I need to remunge the sides folder?
Can anyone suggest a good tutorial? When i follow the documentation included with the Mod Tools no vehicles work.
Can anyone suggest a good tutorial? When i follow the documentation included with the Mod Tools no vehicles work.
- Teancum
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RE: SWB1 Vehicles Not Working
The skiff's model is really screwed up in BF2. I had to hex edit it and it's still not totally correct.
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The skiff is weird. I thought at first it was a static object and 'placed' it in my world just like I would a rock or a tree. When I went in I could drive it around...weird.. soon as I used one of the guns it crashed. Found this very strange indeed. Maybe if I import the guns it would work? Probably not tho.
- Teancum
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- Teancum
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Ok, well I figure out how to spawn them. But yeah the weapons do crash the game. I've edit ed the odf to call diff weapons but it seems that they are being called by the msh? Cause bf2modtools is still saying cannot find com_bulg_turret..etc..etc..etc. which is the default weapon. Also ten. I noticed on your skiff in dunesea you've change the viewing positon when fireing to firstperson. The skiffs that I spawn when you switch weapons it stays in 3rd person. Is this also a problem? that are making them crash to desktop? Also bfmodtools states cant find chunk. idk, driving me insaine.
heh figured out why the skiff weapons crash the game... in the tat_hover_skiff.odf you need to change the line ThirdPersonFOV<under each turret> to FirstPersonFOV, then they all work. Only problem is, they don't edit like normal vehicles, you can't make them faster or add diff weapons. But there ya go. To get skiffs in game working just change that line for all three turrets.