ChuckN
Posts: 60
Joined: Tue Jul 08, 2014 1:14 am

How to Make a 32-Heli Atacama Conquest Server

Fri Dec 05, 2014 2:52 pm

Here is a simple copy&paste way to make a basic 32-Heli conquest server for Atacama using the BC2Modv2 Mod Tool.
(BC2Modv2 Mod Tool link:http://forums.emulatornexus.com/viewtopic.php?f=10&t=983)
Note: Make a copy of the server file you are modding into a seperate folder.

1. Extract this server file with BC2Modv2: dist > linux > levels > mp_005 > level-00.fbrb
2. Single click file: MP_005.dbx (note: the Mod Tool will create a xml file)
3. Find AH64 instance and replace its text with this:

Code: Select all

   <instance guid="282BC6C2-7F1E-4AEA-A767-73D040ECB6F3" type="GameSharedResources.VehicleSpawnEntityData">
      <array name="Components" />
      <field name="Enumeration">0</field>
      <field name="Name">MP_005_US_Base_AH64</field>
      <complex name="Transform">-0.5838613/0/0.811851/*zero*/0/1.0/0/*zero*/-0.811851/0/-0.5838613/*zero*/250.47054/70.27545/411.68762/*zero*</complex>
      <field name="Enabled">true</field>
      <field name="Team">Team1</field>
      <field name="Amount">0</field>
      <field name="SpawnDelay">8.0</field>
      <field name="InitializedSpawnDelay">0</field>
      <field name="AllowMulipleSpawn">true</field>
      <field name="Immortal">false</field>
      <field name="FakeImmortal">false</field>
      <array name="Vehicles" />
      <field ref="objects/vehicles/air/ah64/ah64/a212e53f-b935-4a2a-a9ce-cf1d02b37e00" name="Vehicle" />
      <field name="TakeControlEntryIndex">0</field>
      <field name="RotationYaw">0</field>
      <field name="RotationPitch">0</field>
      <field name="RotationRoll">0</field>
      <field name="Throttle">0</field>
      <field name="Brake">0</field>
      <field name="RespawnRange">8.0</field>
      <field name="SpawnAreaRadius">1.5</field>
      <field name="TimeUntilAbandoned">10.0</field>
      <field name="TimeUntilAbandonedIsDestroyed">10.0</field>
      <field name="BotBailWhenHealthBelow">-1.0</field>
      <field name="BotBailOutDelay">0.5</field>
      <field name="KeepAliveRadius">15.0</field>
      <field name="WreckDuration">0</field>
      <field name="MaxVehicles">16</field>
      <field name="MaxVehiclesPerMap">16</field>
      <field name="MeshShaderSetNumber">0</field>
      <field name="AutoSpawn">true</field>
      <field name="ApplyDamageToAbandondedVehicles">true</field>
      <field name="SnapToSurface">true</field>
      <field name="SpawnVehicleFromBeginning">true</field>
      <field name="DestroyVehiclesOnDisable">false</field>
      <field name="SetTeamOnSpawn">false</field>
      <field name="EffectedByImpulse">false</field>
      <field name="LodDistance">125.0</field>
      <field name="EnterRestriction">eerNoRestriction</field>
      <field name="OnlySendEventForHumanPlayers">true</field>
      <field name="SendWeaponEvents">false</field>
   </instance>

4. Find Mi28 instance and replace its text with this:

Code: Select all

   <instance guid="F00E814F-EF7E-471B-A8D3-11D3C439A7D4" type="GameSharedResources.VehicleSpawnEntityData">
      <array name="Components" />
      <field name="Enumeration">0</field>
      <field name="Name">RUS_Base_Mi28</field>
      <complex name="Transform">0.55285597/0/-0.83327436/*zero*/0/1.0/0/*zero*/0.83327436/0/0.55285597/*zero*/-438.72226/69.38548/-102.1503/*zero*</complex>
      <field name="Enabled">true</field>
      <field name="Team">Team2</field>
      <field name="Amount">0</field>
      <field name="SpawnDelay">8.0</field>
      <field name="InitializedSpawnDelay">0</field>
      <field name="AllowMulipleSpawn">true</field>
      <field name="Immortal">false</field>
      <field name="FakeImmortal">false</field>
      <array name="Vehicles" />
      <field ref="objects/vehicles/air/mi28/mi28/0fa8c97f-50fe-4ded-86e7-b6da058290fc" name="Vehicle" />
      <field name="TakeControlEntryIndex">0</field>
      <field name="RotationYaw">0</field>
      <field name="RotationPitch">0</field>
      <field name="RotationRoll">0</field>
      <field name="Throttle">0</field>
      <field name="Brake">0</field>
      <field name="RespawnRange">8.0</field>
      <field name="SpawnAreaRadius">0.25</field>
      <field name="TimeUntilAbandoned">10.0</field>
      <field name="TimeUntilAbandonedIsDestroyed">10.0</field>
      <field name="BotBailWhenHealthBelow">-1.0</field>
      <field name="BotBailOutDelay">1.5</field>
      <field name="KeepAliveRadius">15.0</field>
      <field name="WreckDuration">0</field>
      <field name="MaxVehicles">16</field>
      <field name="MaxVehiclesPerMap">16</field>
      <field name="MeshShaderSetNumber">0</field>
      <field name="AutoSpawn">true</field>
      <field name="ApplyDamageToAbandondedVehicles">true</field>
      <field name="SnapToSurface">true</field>
      <field name="SpawnVehicleFromBeginning">true</field>
      <field name="DestroyVehiclesOnDisable">false</field>
      <field name="SetTeamOnSpawn">false</field>
      <field name="EffectedByImpulse">false</field>
      <field name="LodDistance">125.0</field>
      <field name="EnterRestriction">eerNoRestriction</field>
      <field name="OnlySendEventForHumanPlayers">true</field>
      <field name="SendWeaponEvents">false</field>
   </instance>

5. Save dbx change.
6. Delete the created xml.
7. Archive.
8. Drop the edited level-00.fbrb into the server mp_005 folder and allow it to replace the old file.
9. Run server.


Please note that this edited level-00.fbrb file was only tested on an 8-player server for a short time.
I would recommend that you test it for yourself before you drop it into a main server. ;)
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------

P.S. If you prefer to do-it-yourself, just edit these values manually:
<field name="SpawnDelay">8.0</field> (note: How long until new heli spawns after first is taken)
<field name="AllowMulipleSpawn">true</field>
<field name="RespawnRange">8.0</field> (note: How far away first heli must be before new heli spawns)
<field name="MaxVehicles">16</field>
<field name="MaxVehiclesPerMap">16</field>
<field name="EffectedByImpulse">false</field>
Last edited by ChuckN on Sun Dec 07, 2014 7:27 am, edited 7 times in total.

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MAGIC
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Re: How to Make a 32-Heli Atacama Conquest Server

Fri Dec 05, 2014 4:09 pm

You might use some

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[code][/code]
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ChuckN
Posts: 60
Joined: Tue Jul 08, 2014 1:14 am

Re: How to Make a 32-Heli Atacama Conquest Server

Fri Dec 05, 2014 4:20 pm

Oops. Fixed. :D

ACanadianKernel
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Re: How to Make a 32-Heli Atacama Conquest Server

Sat Dec 06, 2014 12:17 am

If you want to just upload the already setup and configured server to somewhere then ill download them and host the server for people to play on. like you asked me a week ago.
Canadian Internet for the win!
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ChuckN
Posts: 60
Joined: Tue Jul 08, 2014 1:14 am

Re: How to Make a 32-Heli Atacama Conquest Server

Sat Dec 06, 2014 2:38 pm

ACanadianKernel wrote:If you want to just upload the already setup and configured server to somewhere then ill download them and host the server for people to play on.

I have been looking for someplace that hosts files but I am a little wary of some of their terms of service (like giving them permanent access to your PC). For instance, I am vaguely familiar with dropbox but it seems they now force people to sign up for an account just to download a file. I would prefer something opensource that is in the linux repos but I am still investigating.

In the mean time, I thought it would be even better to just publish the mod in a D.I.Y. form on the Nexus. Its extremely simple to make and it will give people the incentive to tinker with the Mod Tool on their own. Since the mod relies on an edited level-00.fbrb file, it doesn't require any special configuration of the server. Just run it like you would a regular Atacama Conquest server but name it "Heli Mod" or something like that so people know what it is in the game browser list.

Keep in mind that I am totally new to this and I only tried the mod very briefly on an 8-player server. I am reasonably sure that it probably won't ever crash but obviously I can't guarantee that without a lot more testing. That's another reason why I thought it would be wise to force people to do their own testing so that they don't come back and get mad at me if it does crash. :P

P.S. I added a link to the Mod Tool in my original post.

ACanadianKernel
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Re: How to Make a 32-Heli Atacama Conquest Server

Sat Dec 06, 2014 7:03 pm

use onedrive or mega.co.nz.....

Plus i dont have time to D.I.Y a full server so thats why i want the pre configured files and such so that I can integrate it into my server seamlessly :D
Canadian Internet for the win!
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thrt
Posts: 2
Joined: Tue Dec 25, 2012 4:55 am

Re: How to Make a 32-Heli Atacama Conquest Server

Wed Sep 02, 2015 1:58 pm

seems MP_012CQ doesn't modify like this
but it work on MP_005 & MP_SP_005CQ

onatridham
Posts: 1
Joined: Sat Sep 14, 2019 4:47 am

Re: How to Make a 32-Heli Atacama Conquest Server

Sat Sep 14, 2019 4:48 am

The best and creative way to make the server of command at conquest server is based on the digital sense and technology formation. The reply on the post has the full graph of essay pro reviews and the other sectional review by the good people.

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