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Eh... Boredd...... Therefore! I shall make this tutorial on how to mod Battlefield Vietnam Server Side! *Confetti* No? Oh well... Hope this goes to good use. Plus, I don't want to study for Finals/AP tests at the moment...
Introduction to Modding and the .rfa File
Alright, so to begin, you are going to need a program to extract and read .rfa files. For this, we will use a program called winrfa. To begin modding you have to know what map you want to mod and what you want to add and/or remove from it.
Before we get the map... We will have to find where they are! On most computers it will be saved to C:\Program Files\EA GAMES\Battlefield Vietnam\mods\BfVietnam\Archives\BfVietnam\levels (Program Files(x86) if you have 64-bit windows). Now, you will see two files for the same map. Let's use Hastings. In the Directory, you will see Operation_Hastings.rfa and Operation_Hastings_001.rfa. The _001.rfa file indicates that the map was update in a patch released by DICE. For most maps, you will need to get certain files from this file, as it fixes some spawn issues that the original map had.
Opening the Map File
Ok, now that the different files are out of the way, we can open the map files. We will begin by opening the Operation_Hastings.rfa first highlight the following: Note: * indicates that it’s optional to extract
For simple server side mods, most of these files aren’t needed; however, if you wish to change the position of the Flags and Soldier Spawns, then you will need them. You will need /Menu/init.con to change the name of a map SSM to, say, “Kurk’s super-duper awsum map”. /Init.con is used mainly for removing the OutofBounds, albeit, I don’t use it for anything BUT that. We are going to extract the files to a different location by using Extract>Selected at the top in the toolbar.
I suggest making a folder for the mods in your documents folder, like how I have my Documents/Modding. Now, you are to go to Operation_Hastings_001.rfa and see if there are any files that are the ones you extracted. When you open it for Hastings, you should see the ObjectSpawns.con(I’m going to call this the OS.con, or OS, from now on) and the ObjectSpawnTemplate.con(This will be the OST.con, or OST) in this. Extract them to where you have extracted the others and overwrite the one already there. On to modifying!
Modifying the Map
Now that we have extracted the necessary files, we will navigate ourselves to where ever you extracted the files to. Click on the .con file and open it with Notepad and you will see lots of code, but don’t worry. So our goal for this tutorial is to change the HueySlick to a Mi8, and add a Huey Gunship to the NVA team.
Changing Vehicle Type for a Spawner
Changing the Vehicle Type for a vehicle you don’t want is really easy. Steps to completing this:
Go to the OST.con and look for the spawner that has UH1Transport in it. It will be this one for Hastings:
What you are going to want to do is change the UH1Transport to Mi8, like this:
Now, I have also added the line “ObjectTemplate.setObjectTemplate 1 UH1Assualt” to the code. This line makes it so that an UH1Assualt will spawn for the NVA team (1) and have a Mi8for the US team (2). I can now use this spawner to spawn a Huey Gunship for the NVA, but if the NVA capture the US main, this means that an UH1Assualt will spawn, so beware!
Adding Vehicles to the Map that are Already on it
To get the position for the Gunship, you are going to need a program called “Battlecraft Vietnam”. Since teaching you how to use Battlecraft takes forever explain, I’ll just use position I picked. Another alternative is to just take an existing Spawner for, say, an APC that you don’t use, and use that position. Anyhow, we go about this by doing the following:
First, we want to find a Spawner with an UH1Assualt (Huey Gunship) in it. Do you remember that the spawner for the Huey Transport and how I put UH1Assualt in it? This is where that comes in handy. To add the Gunship to the map, we are going to need to use the OS.con. Now, the name of that spawner was HueySpawner. So, in the OS.con, we are to look for a Spawner with that name. You should find it as this:
Now, this must be all gibberish to you. All you need to know is that the absolutePosition is where the vehicle will be on the map and that the rotation is what why it will be facing. Also, the setOSId means that the spawner will spawn so long as the US Main (the main base for the US team is base 1, hence the number 1 in the code. NVA’s main is base 6, so its OSId is 6.) is captured. Now we are going to want to add our own position to the code:
Great! Now that we have finished adding what we wanted, we must pack the mod into a “mod file”.
Creating a Mod File
Open winRFA. Click "Pack" from the menu, and choose "Directory". A new window will open, with two text boxes. The first says "Source Directory" and the second is "Base Path". Next to the source directory text box there is a " ... " button. Click it. Then navigate to wherever you saved the files to. Click on JUST BfVietnam, then hit OK. Once thats complete you will have this screen, click OK.
Now you want to save the map as operation_hastings_###. ### means pick any number between 002 and 999.
And that’s, that! If you created it correctly, it should look like this, but only if you used all the files I do, which are matters of preference.
Sidenote: If you see any mistakes, just tell me and I will fix them. Same thing with any confusion.
A really good tutorial on how to make a Patch file can be found here. Iced will go more in depth about how to create one than I did.
*IMPORTANT NOTES*: You CANNOT make a new spawner. Meaning...
You cannot go on Hastings and creat the following
This WILL cause the mod to crash the server. Also, do NOT save any of these files to your game's directory!
Introduction to Modding and the .rfa File
Alright, so to begin, you are going to need a program to extract and read .rfa files. For this, we will use a program called winrfa. To begin modding you have to know what map you want to mod and what you want to add and/or remove from it.
Before we get the map... We will have to find where they are! On most computers it will be saved to C:\Program Files\EA GAMES\Battlefield Vietnam\mods\BfVietnam\Archives\BfVietnam\levels (Program Files(x86) if you have 64-bit windows). Now, you will see two files for the same map. Let's use Hastings. In the Directory, you will see Operation_Hastings.rfa and Operation_Hastings_001.rfa. The _001.rfa file indicates that the map was update in a patch released by DICE. For most maps, you will need to get certain files from this file, as it fixes some spawn issues that the original map had.
Opening the Map File
Ok, now that the different files are out of the way, we can open the map files. We will begin by opening the Operation_Hastings.rfa first highlight the following: Note: * indicates that it’s optional to extract
Code:
/Conquest.con*
/Conquest/ControlPoints.con*
/Conquest/ControlPointTemplates.con*
/Conquest/ObjectSpawns.con
/Conquest/ObjectSpawnTemplates.con
/Conquest/SoldierSpawns.con*
/Conquest/SoldierSpawnTemplates.con*
/spawnPointManagerSettings.con*
/Init.con*
/Menu/init.con*
For simple server side mods, most of these files aren’t needed; however, if you wish to change the position of the Flags and Soldier Spawns, then you will need them. You will need /Menu/init.con to change the name of a map SSM to, say, “Kurk’s super-duper awsum map”. /Init.con is used mainly for removing the OutofBounds, albeit, I don’t use it for anything BUT that. We are going to extract the files to a different location by using Extract>Selected at the top in the toolbar.
I suggest making a folder for the mods in your documents folder, like how I have my Documents/Modding. Now, you are to go to Operation_Hastings_001.rfa and see if there are any files that are the ones you extracted. When you open it for Hastings, you should see the ObjectSpawns.con(I’m going to call this the OS.con, or OS, from now on) and the ObjectSpawnTemplate.con(This will be the OST.con, or OST) in this. Extract them to where you have extracted the others and overwrite the one already there. On to modifying!
Modifying the Map
Now that we have extracted the necessary files, we will navigate ourselves to where ever you extracted the files to. Click on the .con file and open it with Notepad and you will see lots of code, but don’t worry. So our goal for this tutorial is to change the HueySlick to a Mi8, and add a Huey Gunship to the NVA team.
Changing Vehicle Type for a Spawner
Changing the Vehicle Type for a vehicle you don’t want is really easy. Steps to completing this:
Go to the OST.con and look for the spawner that has UH1Transport in it. It will be this one for Hastings:
Code:
ObjectTemplate.create ObjectSpawner HueySpawner
ObjectTemplate.setObjectTemplate 2 UH1Transport
ObjectTemplate.SpawnDelay 30
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 120
ObjectTemplate.Distance 200
What you are going to want to do is change the UH1Transport to Mi8, like this:
Code:
ObjectTemplate.create ObjectSpawner HueySpawner
ObjectTemplate.setObjectTemplate 2 Mi8
ObjectTemplate.setObjectTemplate 1 UH1Assualt
ObjectTemplate.SpawnDelay 30
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 120
ObjectTemplate.Distance 200
Now, I have also added the line “ObjectTemplate.setObjectTemplate 1 UH1Assualt” to the code. This line makes it so that an UH1Assualt will spawn for the NVA team (1) and have a Mi8for the US team (2). I can now use this spawner to spawn a Huey Gunship for the NVA, but if the NVA capture the US main, this means that an UH1Assualt will spawn, so beware!
Adding Vehicles to the Map that are Already on it
To get the position for the Gunship, you are going to need a program called “Battlecraft Vietnam”. Since teaching you how to use Battlecraft takes forever explain, I’ll just use position I picked. Another alternative is to just take an existing Spawner for, say, an APC that you don’t use, and use that position. Anyhow, we go about this by doing the following:
First, we want to find a Spawner with an UH1Assualt (Huey Gunship) in it. Do you remember that the spawner for the Huey Transport and how I put UH1Assualt in it? This is where that comes in handy. To add the Gunship to the map, we are going to need to use the OS.con. Now, the name of that spawner was HueySpawner. So, in the OS.con, we are to look for a Spawner with that name. You should find it as this:
Code:
Object.create HueySpawner
Object.absolutePosition 814.35/53.05/1609.3
Object.rotation 180/0/0
Object.setOSId 1
Now, this must be all gibberish to you. All you need to know is that the absolutePosition is where the vehicle will be on the map and that the rotation is what why it will be facing. Also, the setOSId means that the spawner will spawn so long as the US Main (the main base for the US team is base 1, hence the number 1 in the code. NVA’s main is base 6, so its OSId is 6.) is captured. Now we are going to want to add our own position to the code:
Code:
Object.create HueySpawner
Object.absolutePosition 1228.19/52.69/438.05
Object.rotation 0/0/0
Object.setOSId 6
Creating a Mod File
Open winRFA. Click "Pack" from the menu, and choose "Directory". A new window will open, with two text boxes. The first says "Source Directory" and the second is "Base Path". Next to the source directory text box there is a " ... " button. Click it. Then navigate to wherever you saved the files to. Click on JUST BfVietnam, then hit OK. Once thats complete you will have this screen, click OK.
Now you want to save the map as operation_hastings_###. ### means pick any number between 002 and 999.
And that’s, that! If you created it correctly, it should look like this, but only if you used all the files I do, which are matters of preference.
Sidenote: If you see any mistakes, just tell me and I will fix them. Same thing with any confusion.
A really good tutorial on how to make a Patch file can be found here. Iced will go more in depth about how to create one than I did.
*IMPORTANT NOTES*: You CANNOT make a new spawner. Meaning...
You cannot go on Hastings and creat the following
Code:
ObjectTemplate.create ZippoSpawner
ObjectTemplate.setTemplate 1 Zippo
...