Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - AnthonyBF2

#331
Released Maps and Mods / Re: Converted BF2 Test Planet
September 15, 2013, 09:46:33 PM
The test planet exists on the PS2 server manager for BF2, but not on clients' game discs.. this person did add it from using mcboot and a burned game..



the test planet also exists in the mission file.
#332
Dedicated Server No-Download Mods / Re: SWBF2 server mods
September 12, 2013, 08:12:03 PM
bf1 and the modders are good but I choose never to play bf1 bcuz the game is just .... slow.... 10 minutes to travel the hoth tunnel... but if mod the speeds it looks like ice skating :p

bf2 is better and more fun  mod.... mods dont kill games. I too was offended ;)
#333
Dedicated Server No-Download Mods / Re: SWBF2 server mods
September 12, 2013, 11:09:34 AM
aaaaand I thought how the problem might be happening after I closed the page >.>

if you are trying to access a server via a remote manager and you cannot remove bots? hehe the server owner made a mistake.

have the person behind the actual server, go to the [users] option tab, rightclick on your account, and have the server owner checkmark the ability for that user to issue console commands. changing ai limit is a console command.
#334
Dedicated Server No-Download Mods / Re: SWBF2 server mods
September 12, 2013, 10:38:37 AM
Possibly. I had the trouble scaring of the AI units before, but it only ever happened in space assault for me.

There are a few suggestions, one is to open the player menu and add the commands manually for making the AI limits to 0.

they look like this: (copy - paste)

Con AI>0 AI"/conaiperteam 0"|cmd
Con AI>2 AI"/conaiperteam 2"|cmd
Con AI>5 AI"/conaiperteam 5"|cmd
Con AI>8 AI"/conaiperteam 8"|cmd
Con AI>10 AI"/conaiperteam 10"|cmd
Con AI>12 AI"/conaiperteam 12"|cmd
Con AI>15 AI"/conaiperteam 15"|cmd
Con AI>18 AI"/conaiperteam 18"|cmd
Con AI>20 AI"/conaiperteam 20"|cmd
Con AI>25 AI"/conaiperteam 25"|cmd
Con AI>32 AI"/conaiperteam 32"|cmd

CTF AI>0 AI"/ctfaiperteam 0"|cmd
CTF AI>2 AI"/ctfaiperteam 2"|cmd
CTF AI>5 AI"/ctfaiperteam 5"|cmd
CTF AI>8 AI"/ctfaiperteam 8"|cmd
CTF AI>10 AI"/ctfaiperteam 10"|cmd
CTF AI>12 AI"/ctfaiperteam 12"|cmd
CTF AI>15 AI"/ctfaiperteam 15"|cmd
CTF AI>18 AI"/ctfaiperteam 18"|cmd
CTF AI>20 AI"/ctfaiperteam 20"|cmd
CTF AI>25 AI"/ctfaiperteam 25"|cmd
CTF AI>32 AI"/ctfaiperteam 32"|cmd

rear AI>0 AI"/assaiperteam 0"|cmd
rear AI>2 AI"/assaiperteam 2"|cmd
rear AI>5 AI"/assaiperteam 5"|cmd
rear AI>8 AI"/assaiperteam 8"|cmd
rear AI>10 AI"/assaiperteam 10"|cmd
rear AI>12 AI"/assaiperteam 12"|cmd
rear AI>15 AI"/assaiperteam 15"|cmd
rear AI>18 AI"/assaiperteam 18"|cmd
rear AI>20 AI"/assaiperteam 20"|cmd
rear AI>25 AI"/assaiperteam 25"|cmd
rear AI>32 AI"/assaiperteam 32"|cmd

Once you have this on your player menu (go to players tab and edit player menu with rightclick)

save the document. then you will have the ability to send AI limit console commands into the server, a map changed is needed to make a change go in effect.

also, in swbf2 1.1, a player can log into a server from in-game mode if  he has the admin server password.
1.0 does not support admin commands if I remember trying.

the next thing is go to your server's file directory and go in it's settings folder...
and click on ServerSettings and make sure the ai count is at 0. this helped me rid of bots in space maps.

the next thing is try to use PS2 remote manager. I use the ps2 rm to access my 1.1 PC server frequently without trouble. the ps2 server remote comes in 1.7 and 1.10, find the 1.10. its on several sites.

the last option is having to do with cheat engine, a buddy of mine made a trainer to remove the spawn timer, but also it included a function to remove or add bots in real time (no map change)

as long as you have cheat engine installed, u can use this..

when you click the trainer to launch it, apply it to the running battlefrontII.exe(storm trooper head) not the remote.

the trainer will ask do u want to keep current codes, addresses? yes.
at the time cheat engine will begin to scan your server, at the bottom there is 3 pre-made options,
an AI count(double click the value to change) and also 2  lines for each side's spawn timer. if u want to use the quick spawn timer hack, just freeze (checkmark) those lines when they countdown to 0.

the trainer is here http://www.mediafire.com/download/ydzao7dj7n79tie/spawntimer.rar

It was created by PyroJockey over at swbf2glitch.net (he's a tech guy)

Post edited: uhhh I don't remember adding "rear" to the assault ai commands lol.. it should ay rear for each option.
Post edited again.. I realized the site replaces @$$ with "rear"  >:(
#335
I searched every map file for hidden command posts, I only got 1 more instance on Hoth, but I'm not gonna waste hours walking in the snow for a cp :p
#336
This is an easy mod to assemble. All you need is a Hex Editor.

Open the tat3.lvl inside the Addon folder, etc..

In the hex editor, search for com_bldg_invisible_controlzone

shortly below in code stuff, you will see L0.0, this is a capture radius(0 locks a base)

Giving the base 1.0 range or more activates it, thing is there is no actual command post object in the map, so who's got time to walk around a map looking for a capture region? Easy, I just  gave the CP a whopping 50.0 radius  :P

Then finding a base with 50.0 becomes simple in a tiny map.

The command post them becomes usable for either team.

Also, when you have found com_bldg_invisible_controlzone, notice a little bit of data that looks like "ý¢3"

this determines by default who controls the base even if it has 0 radius.
0 is neutral, 1 and 2 are teams, and 3 is for native factions, in this map the cp belonged to Gamorreans.

I made a video showing how a team with no default cp's left can still spawn if they have hijacked the Gam's spawn point. The new cannot be selected in the menu, it can be used if you have no other bases.



Yes, the mod IS possible on a server manager.

I got this idea when I .. stole? the Gamorreans spawn on SWBF2.
#337
Dedicated Server No-Download Mods / SWBF2 server mods
September 04, 2013, 06:49:23 PM
This is a copy of the mission.lvl, all bots and humans will spawn as the hero for that map. If I remember correctly, I made have screwed up Kashyyyk on some modes, don't load Kashyyyk(it's Boba and Chewbacca)

http://www.mediafire.com/download/je6ljqmxdd10ugc/All_heroes_(mission.lvl).rar

This is a copy of tat2.lvl, it makes the middle CP's in ctf mode capturable, all assault bases captureable and add an extra CP in all modes, yes hunt too. An image file is present to show where the extra cp is located. The extra cp does not have a switch class radius, only capture.

http://www.mediafire.com/download/p6886s1gyfo3p6f/MosMods.rar

#338
When hosting a non dedicated game on PC version 1.1 swbf2, I can use admin commands and play campaign maps online, use swap to play locked teams(Naboo guards is an exalple) and this is all cool but the sadness is that I cannot apply this to server managers.


On the PC or PS2 server, I cannot load the maps. They DO exist in the mission.lvl and the map files contain everything needed to make the maps and objectives work properly.

When I issue the console command for a map change to a career level, the current map will end, the clients(players) will load the map, play the cut scene for that level.. when the cut scene ends, the server crashes disconnecting all players.

I've tried to make several edits to the BattlefrontII.exe in each of the version server managers.
I tried to make several edits to the mission.lvl and the map .lvl's, nothing at all works.

It's seems this only works correctly when the command is issued by the host, but this again only works on PC Battlefront 2 because the ps2 version doesn't have a chat to enter commands into.

The way I made a server manager load the map(even if it fails) was to edit the player menu and add something like(the career maps coding is not listed in the maps tab on the server interface)

/admin /changemap geo1c_c"|cmd      -But gives the result mentioned above.


Anyone with any knowledge higher than my own level of intelligence, please screw around with this!!

An online campaign server would be a fantastic addition to game play.

As for swbf1? eh.. the servers don't even have a command function.  ::)

#339
Yes, and XD!! "Bomb to enemy base" sadly it is not made to detonate.
#340
Released Maps and Mods / Replaced flags
August 29, 2013, 05:34:10 PM
Replaced flags

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1032

This file contains copies of the PC version files: Deathstar, Tantive, Kamino, and Hoth.


Each of these maps is 1Flag CTF, and the flag has been replaced by an item from the
campaign.

The items work just as the flag does, +1 for pickup, +10 for capture and all have a 50
second respawn if dropped.
#341
Replaced flags

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1031

This file contains copies of the PC version files: Deathstar, Tantive, Kamino, and Hoth.


Each of these maps is 1Flag CTF, and the flag has been replaced by an item from the
campaign.

The items work just as the flag does, +1 for pickup, +10 for capture and all have a 50
second respawn if dropped.
#342
SWBF2 mod names for rebel AI's

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1002

This is for PC swbf2. This is a copy of the core.lvl it goes openly where the mission and ingame files are housed.

All rebels have been given crazy, lame, stupid names like "STD Killer" or "GTFO No00oB"

You'll have to play Empire to kill/be killed and see the names.

This mod is easily done but time consuming. Opening the file with hex editor, search any letter of the alphabet, like "D" and keep selecting next instance, eventually you'll come to D.a.x. Then you can overwrite D.a.x. with what you want like, , std, hiv, gay etc..

All names have their letters split by .
So don't over write those, just the alphabetical characters.