Changing TD folders to conquest to use in BFRM

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Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Changing TD folders to conquest to use in BFRM

Post by Old Man River »

I often wished that we could run some conquest maps twice in BFRM rotation either set same map to run twice or set one up as original map and a second as a heavy modded map of same map, So I wondered if we could alter other unused maps in BFRM like CTF or TDM to run maps conquest instead, for multiple selection.
So I emptied out Battle-axes TDM folder and added in all conquest cons instead, this worked but tickets were both zero, so I added in the conquest game tickets in the tdm.cons higher up directory tree but they failed to read still zero.
I tried a different approach with just replacing conquest.con commands to tdm.com which includes run commands to which map game folder game is to load and tickets ie

Code: Select all

Game.setNumberOfTickets 1 100
Game.setNumberOfTickets 2 100
Game.setTicketLostPerMin 1 15
Game.setTicketLostPerMin 2 15

run Conquest/SpawnpointManagerSettings

run Conquest/SoldierSpawnTemplates
run Conquest/SoldierSpawns

run Conquest/ObjectSpawnTemplates
run Conquest/ControlPointTemplates

if v_arg1 == host
rem ----- Host 
rem ---------------------------------------------------------------------------- 

	run Conquest/ObjectSpawns
	run Conquest/ControlPoints
This also worked so game loaded all conquest map instead of TDM because of path redirection, but tickets stayed as zero
So I have run out of Ideas, somewhere there must be a command to tell map which type of game style to run and read tickets but I cant find it in Int or tdm cons etc in maps directorys, so far any ideas
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Changing TD folders to conquest to use in BFRM

Post by freddy »

Iwé been fiddling with this to in a way, i really wanted to be able to set one map to run maybe 5 rounds and another map perhaps 2 rounds, but i never got that to work.

So instead i used the coop mode like conquest (server will still show the map as coop) but it is a bit limited in some maps as there can be differences in numbers of flags and such things that one cant change in ssm modding.

If you want to try this just do as you did and copy the important stuff from the CQ files to the coop ones and then stop the boots from spawn, in the maps AI.con

Code: Select all

aiSettings.setMaxNBots 0
Downside is that you mess up regular coop mode so cant use it for that, and some players backoff when they see coop mode and dont join.

I dont know how the tickets work in TDM, i guess its possible theres something hardcoded about that, will see if i can find something
Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: Changing TD folders to conquest to use in BFRM

Post by Old Man River »

We only run conquest and 4 ctf maps very rarely. So changing co op isn't a problem, I did try changing a co op market first as it didn't have a tdm and its a very popular map, but it wouldn't load with what I did, I will have another go with it, as it may have been something I broke. Because just redirection of the run files with conquest data in tdm worked, so hopefully it would with co op with bots turned off as you suggested. or use other method of replacing all cons in single player folder, if flags etc are different

I did find 3 different score managers in game exe where global spawns is also, which set score for kills deaths tickets etc but this didn't look like it would help andits the command that dictates game time which is needed to be altered for tdm
Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: Changing TD folders to conquest to use in BFRM

Post by Old Man River »

I tried converting a co op market to conquest again today, when I tried to change the co op,con to divert the run files to conquest folder it crashed server, so I tried other method of replacing all single player cons with conquest and set bots to 0 in ai.con. server crashed, so I added in conquest cons one at a time and found that it was OST.con crashing server, it doesn't care if you change any other cons including static,con but you have to use original OST.con and modify it to suit not use conquests, because the spawners inside are different than conquests. Only other problem apart form it showing up as co op in gamespy etc is that co op market have flags set as 25m radius, where conquests are 50m, so they grey flag symbol that appears when flags changing doesn't appear when it should due to it being SSM

So its do able but it would be better to use original conquest in BFRM for market conquest, then use this for a full mod with flags only set at 25m radius so players are not confused

Don't know why it worked diverting TDM and not Co op, but at a guess it cut something hardwire with AI it didn't like, so if tickets could be fixed for a modified TDM it would work better, but market doesn't have one anyway (strange TDM folder with files are their in Market,raf but EA didn't use them)
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