BF2 Kits Tutorial

> BF2/BF2142 Kits tutorials
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> Modifying Kits in BF2 (and BF2142)
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> List below are the the battlefield 2 weapons, that you can use in your kit.
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> VERY IMPORTANT: DO NOT EDIT BF2 FILES IN BF2/XPACK MODS FOLDIERS OR GAME DOESNT'T WORK ANYMORE. EDIT ONLY CUSTOM MODS LIKE aix, SP64, or others. Better would be make your own mod easily with BF2 editor.
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> Open: Bf2/ mods/ your mod/ objects\_server/ kits/ your kit (FOR EXAMPLE US\_SNIPER)
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> BF2142: Kits are in the objects\kits\_server.zip file. BF2 and BF2142 handle kits in very similar ways. BF2 players use the highest level unlocked weapon, but in BF2142 players can select which main weapon to use (in item index 3). BF2142 has kits and weapons in seperate zip files while BF2 has kits and weapons in the object\_server.zip file. BF2 uses 7 kits while, BF2142 only used 4 kits. The kits are numbered starting at 0.
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> Use notepad or wordpad to edit kits.
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> Notes: You can't add more then 9 weapons for one kit. EVERY WEAPON MUST HAVE DIFERENT ITEM INDEX OR YOUR GAME MUST CRASH. For example: Knife- intem indiex 1, pistol- item index 2, assault rifle- item index 3....
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> all weapons must be different slot or item index in the kit, e.g. in kit it is will not work to have two rifles in item index 3 slot.
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> The weapon's slot in the kit is also the number you press on the keyboard to select it
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> If you add a weapon to the Assault Class without a Grenade Launcher, make sure you replace the Grenade Launcher line with "USHGR\_M67" these are Grenades.
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> Notes: You can only have 1 weapon with the same item index in a kit at a time. All Primary weapons are index 3, Grenade/Rocket Launchers and Grenades are 4.
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> To change Indexes, go to the weapons folder (in the extracted objects\_server file) then open the folder for the weapon you want to modify and open the .tweak file and locate the following line...
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> ObjectTemplate.itemIndex
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> If mod still crashes after edit and you don't know reason, run BF2 or BF2142 mod in windowed mode.
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> Right click on scortcut and you will see something like this:
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> E:\Battlefield2\BF2.exe +menu 1 +fullscreen 1
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> set to:
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> E:\Battlefield2\BF2.exe +menu 1 +fullscreen 0
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> Then you will get error massage and will know why mod crash.
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> Set 0 to 1 if you want fullscreen back.
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> =====================================================
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> Here is standard weapon placement in kits:
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> Index - Item
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> 1 - Knife
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> 2 - Pistols
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> 3 - Primary Weapons
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> 4 - Grenade/Rocket Launchers, Grenades, Smoke Grenades
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> 5 - Claymore, C4, Med Kit, Ammo Kit, Mines
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> 6 - Wrench, Defibrillator
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> 9 - Parachute
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> For BF2 here are the standard weapons available:
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> Knife
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> 1 - KNI\_KNIFE
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> Pistols
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> 2 - rupis\_baghira
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> 2 - rupis\_baghira\_silencer
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> 2 - chpis\_qsz92
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> 2 - chpis\_qsz92\_silencer
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> 2 - USPIS\_92FS
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> 2 - uspis\_92fs\_silencer
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> Assault Weapons
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> 3 - CHRIF\_Type85
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> 3 - chrif\_type95
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> 3 - RURIF\_AK47
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> 3 - RURIF\_AK101
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> 3 - rurrif\_ak74u
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> 3 - USRIF\_G3A3
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> 3 - usrif\_g36c
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> 3 - sarif\_g36k
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> 3 - USRIF\_M4
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> 3 - usrif\_m16a2
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> 3 - usrif\_sa80
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> 3 - RURIF\_Bizon
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> 3 - USRIF\_MP5\_A3
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> 3 - sasrif\_mp7
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> 3 - usrif\_fnscarl
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> 3 - usrif\_fnscarh
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> 3 - eurif\_HK53A3
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> 3 - eurif\_famas
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> 3 - eurif\_fnp90
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> Machineguns
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> 3 - rulmg\_rpk74
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> 3 - RULMG\_PKM
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> 3 - USLMG\_M249SAW
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> 3 - chlmg\_type95
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> 3 - eurif\_hk21
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> Sniper Rifles
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> 3 - USSNI\_M82A1
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> 3 - rurif\_dragunov
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> 3 - USSNI\_M95\_Barret
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> 3 - chsni\_type88
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> 3 - gbrif\_I96a1
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> 3 - usrif\_m24
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> Shotguns
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> 3 - chsht\_protecta (DAO-12)
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> 3 - USSHT\_Jackhammer
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> 3 - usrif\_remington11-87
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> 3 - RUSHT\_Saiga12
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> 3 - chsht\_norinco982
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> 3 - gbrif\_benelli\_m4
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> Assault grenade launcers
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> 3 - RURIF\_GP25 - Weapon
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> 4 - RURGL\_GP25 - Grenade Extension
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> 3 - RURIF\_GP30 - Weapon
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> 4 - RURGL\_GP30 - Grenade Extension
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> 3 - USRIF\_M203 - Weapon
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> 4 - USRGL\_M203 - Grenade Extension
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> 3 - sasrif\_fn2000
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> 4 - sasgr\_fn2000
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> Grenade
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> 4 - ushgr\_m67 - Grenade
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> Rocket launcers
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> 4 - CHAT\_ERYX
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> 4 - USATP\_predator
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> 4 - insgr\_rpg
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> Other kits:
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> 5 - ammokit
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> 6 - defibrillator
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> 5 - medikit
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> 6 - Wrench
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> 5 - nshgr\_flashbang
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> 5 - at\_mine
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> 5 - usmin\_claymore
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> N/A - c4\_detonator
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> 5 - c4\_explosives
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> 4 - hgr\_smoke
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> 6 - SIMRAD
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> 6- nshgr\_ grapplinghook
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> 6- nsrif\_crossbow
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> 6- sasrif\_teargas
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> 9 - ParachuteLauncher
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> There's example weapons are added into the kit (Notice that order is not important here, as the item index in the weapon code determines the weapon slot):
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> rem -------------------------------------
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> ObjectTemplate.addTemplate USRIF\_M203
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> ObjectTemplate.addTemplate USRGL\_M203
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> ObjectTemplate.addTemplate USPIS\_92FS
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> ObjectTemplate.addTemplate hgr\_smoke
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> ObjectTemplate.addTemplate kni\_knife
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> ObjectTemplate.addTemplate UnlockUSAssault
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> ObjectTemplate.addTemplate UnlockUSAssault2
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> ObjectTemplate.addTemplate ParachuteLauncher
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> rem -------------------------------------
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> For the Assault Class that uses Assault Rifles with Grenade Launchers, It's set up like this
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> ObjectTemplate.addTemplate USRIF\_M203 <-------Assault Rifle w/Launcher
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> ObjectTemplate.addTemplate USRGL\_M203 <-------Grenade Launcher
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> If you add a weapon to the Assault Class without a Grenade Launcher, make sure you replace the Grenade Launcher line with "USHGR\_M67" these are Grenades.
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> The C4 Detonator does not use a weapon index. The Mines are hard coded for Engineers. They cannot be used by any other class and cannot be swapped out from the Engineer kit.
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> If it's SP/CO-Op mod then the Unlock weapons are not needed since unlocks don't work in SP/coop
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> These Lines needed only for multiplayer mods if it has unlocks:
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> ObjectTemplate.addTemplate UnlockUSAssault
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> ObjectTemplate.addTemplate UnlockUSAssault2
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> So, each Unlock weapon will have code similar to:
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> ObjectTemplate.create ItemContainer UnlockUSAssault
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> ObjectTemplate.addTemplate usrif\_G3A3
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> ObjectTemplate.replaceItem usrif\_m203
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> Objecttemplate.addTemplate ushgr\_m67
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> ObjectTemplate.replaceItem usrgl\_m203
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> ObjectTemplate.unlockLevel 1
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> ObjectTemplate.create ItemContainer UnlockUSAssault2
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> ObjectTemplate.addTemplate sasrif\_fn2000
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> ObjectTemplate.replaceItem usrif\_m203
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> ObjectTemplate.replaceItem usrif\_G3A3
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> Objecttemplate.addTemplate sasgr\_fn2000
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> ObjectTemplate.replaceItem usrgl\_m203
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> ObjectTemplate.replaceItem ushgr\_m67
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> ObjectTemplate.addTemplate nshgr\_flashbang
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> Objecttemplate.replaceItem ushgr\_smoke
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> ObjectTemplate.unlockLevel 2
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> What this does is to define a Unlock container.
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> The addTemplate line states the new weapon to add.
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> The relaceitem line under it states the weapon to replace in the kit.
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> The UnLockLevel line states the unlock level.
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> Note that each higher level unlock that replaces the same weapon slot, needs to list all the previous weapons in the slot from the earlier unlock containers.
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> If you want to create a singleplayer/coop mod that allows unlocked weapons to be used, just get rid of the unlock code from the kit and add the weapons directly into the weapon list for the kit like this:
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> ObjectTemplate.addTemplate sasrif\_fn2000
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> ObjectTemplate.addTemplate sasgr\_fn2000
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> ObjectTemplate.addTemplate USPIS\_92FS
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> ObjectTemplate.addTemplate nshgr\_flashbang
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> ObjectTemplate.addTemplate kni\_knife
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> ObjectTemplate.addTemplate ParachuteLauncher
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> * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + -
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> Note: You can not modify the existing BF2/BF2142 unlocks. The game is hard coded to not allow it. If you want to change the unlocks,then you have to create brand new unlocks and delete the old ones.
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> * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + - * + -
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> So, if you want to change a kit, you can take an existing kit and just change the kit name.
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> Then, to get it in the map, change the map's init.con file to replace it with the existing kit. The map's init con kits are listed like this:
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> gameLogic.setKit 1 0 "CH\_Specops" "ch\_light\_soldier"
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> gameLogic.setKit 2 0 "US\_Specops" "us\_light\_soldier"
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> gameLogic.setKit 1 1 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 1 "US\_Sniper" "us\_light\_soldier"
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> gameLogic.setKit 1 2 "CH\_Assault" "ch\_heavy\_soldier"
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> gameLogic.setKit 2 2 "US\_Assault" "us\_heavy\_soldier"
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> gameLogic.setKit 1 3 "CH\_Support" "ch\_heavy\_soldier"
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> gameLogic.setKit 2 3 "US\_Support" "us\_heavy\_soldier"
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> gameLogic.setKit 1 4 "CH\_Engineer" "ch\_light\_soldier"
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> gameLogic.setKit 2 4 "US\_Engineer" "us\_light\_soldier"
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> gameLogic.setKit 1 5 "CH\_Medic" "ch\_light\_soldier"
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> gameLogic.setKit 2 5 "US\_Medic" "us\_light\_soldier"
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> gameLogic.setKit 1 6 "CH\_AT" "ch\_heavy\_soldier"
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> gameLogic.setKit 2 6 "US\_AT" "us\_heavy\_soldier"
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> The settings after gameLogic.setKit:
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> First number is the team (1 or 2)
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> Second number is the kit number (0 - 6 for BF2/ 0- 3 for BF2142) with 0 being the first kit
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> Third setting is the kit name in quotes.
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> Fourth setting is the Soldier body in quotes.
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> So, if you created a modifed US\_Asssault kit and called it US\_Assault\_new then to add it the map make this change:
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> gameLogic.setKit 2 2 "US\_Assault\_new" "us\_heavy\_soldier"
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> While we are on the subject of modifying kits, if you only wanted snipers on a map that could be done by duplicating the sniper kit to all slots like so:
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> gameLogic.setKit 1 0 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 0 "US\_Sniper" "us\_light\_soldier"
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> gameLogic.setKit 1 1 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 1 "US\_Sniper" "us\_light\_soldier"
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> gameLogic.setKit 1 2 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 2 "US\_Sniper" "us\_light\_soldier"
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> gameLogic.setKit 1 3 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 3 "US\_Sniper" "us\_light\_soldier"
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> gameLogic.setKit 1 4 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 4 "US\_Sniper" "us\_light\_soldier"
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> gameLogic.setKit 1 5 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 5 "US\_Sniper" "us\_light\_soldier"
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> gameLogic.setKit 1 6 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 6 "US\_Sniper" "us\_light\_soldier"
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> Now, lets say you only wanted 4 kits, then you blank out the last two kits, by using empty quotes for the kit and Soldier settings:
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> gameLogic.setKit 1 0 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 0 "US\_Sniper" "us\_light\_soldier"
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> gameLogic.setKit 1 1 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 1 "US\_Sniper" "us\_light\_soldier"
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> gameLogic.setKit 1 2 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 2 "US\_Sniper" "us\_light\_soldier"
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> gameLogic.setKit 1 3 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 3 "US\_Sniper" "us\_light\_soldier"
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> gameLogic.setKit 1 4 "CH\_Sniper" "ch\_light\_soldier"
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> gameLogic.setKit 2 4 "US\_Sniper" "us\_light\_soldier"
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> gameLogic.setKit 1 5 "" ""
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> gameLogic.setKit 2 5 "" ""
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> gameLogic.setKit 1 6 "" ""
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> gameLogic.setKit 2 6 "" ""
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> For singleplayer and coop, BF2 and BF2142 must have a working kit in the third slot, which us numbered as kit 2 because the kits numbers start with 0.
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> Which is why it's recommended to duplicate kits to all slots
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> I hope this helps.
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> For reference:
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> CODE
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> Battlefield 2/Euro Forces Weapons
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> ===================================
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> Assult Rifles
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> M16A2 usrif\_m16a2
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> M16A2 (M203) USRIF\_M203
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> AK-47 RURIF\_AK47
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> AK-47 (GP25) RURIF\_GP25
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> AK-101 RURIF\_AK101
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> AK-101 (GP30) RURIF\_GP30
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> G3A3 USRIF\_G3A3
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> FN F2000 (GL1) sasrif\_fn2000
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> L85A1 usrif\_sa80
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> L85A2 (AG36) gbrif\_sa80a2\_l85
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> H&K G36-E sasrif\_g36e
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> FAMAS eurif\_famas
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> Assult Rifle Grenade Launchers
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> M203 USRGL\_M203
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> GP25 RURGL\_GP25
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> GP30 RURGL\_GP30
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> GL1 sasgr\_fn2000
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> AG36 gbgr\_sa80a2\_l85
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> Carbines
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> ---
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> M4 USRIF\_M4
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> AK-74U rurrif\_ak74u
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> QBZ-97 chrif\_type95
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> G36C usrif\_g36c
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> SCAR-L usrif\_fnscarl
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> HK53A3 eurif\_hk53a3
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> Light Machine Guns
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> ---
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> M249 SAW USLMG\_M249SAW
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> RPK-74 rulmg\_rpk74
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> PKM RULMG\_PKM
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> HK21 eurif\_hk21
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> MG36 sasrif\_mg36
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> Sniper Rifles
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> M24 USRIF\_M24
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> Type 88 chsni\_type88
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> SVD - Dragunov rurif\_Dragunov
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> M95 ussni\_m95\_barret
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> L96A1 gbrif\_l96a1
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> Sub-Machine Guns
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> ---
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> MP5 USRIF\_MP5\_A3
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> Type 85 CHRIF\_Type85
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> PP-19 RURIF\_Bizon
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> P90 eurif\_fnp90
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> MP7 sasrif\_mp7
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> Shotguns
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> ---
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> M11-87 usrif\_remington11-87
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> NOR982 chsht\_norinco982
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> Saiga 12K RUSHT\_saiga12
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> DAO-12 chsht\_protecta
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> MK3A1 (Jackhammer) USSHT\_Jackhammer
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> Benelli M4 gbrif\_benelli\_m4
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> Pistols
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> ---
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> MR-444 rupis\_baghira
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> MR-444 (silencer) rupis\_baghira\_silencer
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> QSZ-92 chpis\_qsz92
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> QSZ-92 (silencer) chpis\_qsz92\_silencer
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> Beretta 92FS USPIS\_92FS
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> Beretta 92FS (silencer) uspis\_92fs\_silencer
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> Rocket Launchers
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> ---
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> Eryx CHAT\_ERYX
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> SRAW USATP\_predator
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> Other Items
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> ---
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> Knife KNI\_KNIFE
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> Ammo Kit ammokit
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> Med Kit medikit
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> Defibrillator defibrillator
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> Repair Wrench Wrench
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> Mines at\_mine
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> Claymore usmin\_claymore
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> Hand Grenade ushgr\_m67
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> C4 c4\_explosives
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> C4 Detonator c4\_detonator
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> Smoke Grenade hgr\_smoke
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> Parachute ParachuteLauncher
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