<?xml version="1.0" encoding="iso-8859-1" ?>
<rss version="2.0">
<channel>
	<title>BF2 Single Player</title>
	<description>Export stream of BF2 SP forum.</description>
	<link>http://www.battlefieldsingleplayer.com/forum/index.php</link>
	<pubDate>Thu, 23 May 2013 10:58:19 -0500</pubDate>
	<ttl>120</ttl>
	<item>
		<title><![CDATA[Void's Map Patch Kits]]></title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17344</link>
		<description><![CDATA[In this thread I will be posting files I've used to patch up and / or fix maps that I have in my collection. These patches change or revamp game play by fixing things such as "everything is neighbored to everything else" maps,  fixing junk such as "spawns of death" ( bots spawning off of the navmesh ), or otherwise correcting elements of the map that I found irritating.<br /><br /><!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro--><div align='center'><i><b>Unless otherwise noted, I am not going to post complete maps, only fixes for maps.</b></i></div><!--colorc--></span><!--/colorc--><br /><br /><br /><div align='center'><!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>BF2 sf 64 maps</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--> </div> ( Devil's Perch, Iron Gator, Mass Destruction, Warlord ) - <i> Bf2SF64 v2.31 </i>  <br /><br />Problem: Two-way neighbors to uncaps. Not limited to 64 player size, there were some 32s in there also<br /><br />Fix: Un-neighbored the uncaps<br /><br /><a href="http://www.battlefieldsingleplayer.com/void/mapPatches/SfMaps_strategicAreasFix.rar" target="_blank"><!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Download Patch Kit<!--colorc--></span><!--/colorc--></a><br /><br /><br /><div align='center'><!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>maszarqi_siege_coop</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></div><br /><br />Problem: Team 2 starts on an aircraft carrier that isn't navmeshed, resulting  in repetitive bot mass suicide.<br /><br />Fix: Deleted all bot spawns from carrier, added transport helis and attack helis to carrier, then added spawns on carrier that throw the bots into transport and attack helicopters. Also added sp3-64 mode (clone of coop 64 mode).<br /><br /><a href="http://www.battlefieldsingleplayer.com/void/mapPatches/maszarqi_siege_patch.rar" target="_blank"> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Download Patch Kit<!--colorc--></span><!--/colorc--> </a><br /><br /><br /><div align='center'><!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Revenge in elTaskim</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></div><br /><br /><b>This is the full map.</b><br /><br />Problem: Combat area too small...bots kept walking to their deaths. Bottleneck in map created constant stalemate.<br /><br />Fix: Enlarged the combat area and redid everything in terms of CPs and game play objects. Also introduced system of mod detection; this map can tell if it is running under AIX2 or Special Forces and will adjust the teams, soldiers, and gameplay objects accordingly when it loads.<br /><br /><a href="http://www.battlefieldsingleplayer.com/void/mapPatches/Revenge_in_elTaksim.rar" target="_blank"> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Download Map<!--colorc--></span><!--/colorc--> </a><br /><br /><br /><div align='center'><!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>PoE:2 Map Patch kit</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--><br /></div><br />Problem: All maps with bot support had two-way neighbors to unconquerable flags.<br /><br />Fix: Corrected the neighboring<br /><br />Notes: Everything is organized by level and GameMode; but these are strategic area fixes <b>only</b>. With most archive managers you can simply open the map's server.zip and drag and drop the 'GameModes' folder from the patch kit into it and the archive manager will merge the files.<br /><br />Don't overwrite or delete the old GameMode folder entirely. If you do I am not to blame. <br /><br /><a href="http://www.battlefieldsingleplayer.com/void/mapPatches/poe2Fix.rar" target="_blank"> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Download Patch Kit<!--colorc--></span><!--/colorc--> </a><br /><br /><br /><div align='center'><!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>PoE 2 Fan Map Pack Correction</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></div><br /><br />These are full maps. There were two map packs I used; poe2 mapack versions 1 and 2. Created because the installers wouldn't run on my system. Also includes the maps Woodland and Deliverance with bot support. Credits for those maps:<br /><br /><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Navmeshed by Spyker2041, Deliverance map by Jaws.<!--QuoteEnd--></div><!--QuoteEEnd--><br /><br />Problems: Two-way neighbors to unconquerable flags. One map had navmesh but no strategic areas defined. All maps from the map packs included a 'GTSData' folder (unneeded ; waste of space). <br /><br />Fix: Ripped the content from the buggy installers, removed the unneeded files from the archives, adjusted strategic areas and neighboring, repacked into a self-extracting Rar archive.<br /><br /><a href="http://www.battlefieldsingleplayer.com/void/mapPatches/poe2-map-fan-packs-1-2.exe" target="_blank"> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Download PoE 2 Corrected Map Pack<!--colorc--></span><!--/colorc--> </a><br /><br /><br /><div align='center'><!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Point of Existence: No Man's Land </b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></div><br /><br />Problems: Two way neighbor to unconquerable flag, defenders at round start just sat around.<br /><br />Fix: Fixed the neighboring and added a round-start defense strategy for the team defending the trenches.<br /><br /><b><i>This is the full map</i></b><br /><br /><a href="http://www.battlefieldsingleplayer.com/void/mapPatches/no_mans_land_modded.rar" target="_blank"> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Download PoE:2 No Man's Land<!--colorc--></span><!--/colorc--></a><br /><br /><br /><div align='center'><!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Jihad_Owaryoo</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></div><br /><br />Problems: It was boring; no coop mode.<br /><br />Fix: made a new flag and object spawner layout and added a coop mode. My changes are in the 32 player layers; I left the original sp1-16 layer intact.<br /><br /><b><i>This is the full map</b></i><br /><br /><a href="http://www.battlefieldsingleplayer.com/void/mapPatches/Jihad_Owaryoo.rar" target="_blank"> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Download Jihad Owaryoo<!--colorc--></span><!--/colorc--> </a><br /><br /><br /><div align='center'><!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Eve of Destruction: Mao Valley</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></div><br /><br />Problems: Two way neighbor to unconquerable flag, "everything neighbored to everything else syndrome", Spawns too close to flags.<br /><br />Fix: re-neighbored everything and tweaked some spawn points.<br /><br />Download server zip <a href="http://www.battlefieldsingleplayer.com/void/mapPatches/mao_valley_server_patch.rar" target="_blank"> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Here<!--colorc--></span><!--/colorc--></a><br /><br />Or download full map <a href="http://www.battlefieldsingleplayer.com/void/mapPatches/mao_valley_fullMap.rar" target="_blank"> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Here<!--colorc--></span><!--/colorc--></a><br /><br /><br /><div align='center'><!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Operation Rage</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></div><br /><br /><b> Full Map</b><br /><br />This is "Operation Road Rage" re-worked, the changes are in sp/coop 32 player mode. I have emphasized air assets, removed the center flag, and otherwise tweaked (improved ?) game play. I renamed it 'Operation Rage' so you can keep your copy of the original.<br /><br /><a href="http://www.battlefieldsingleplayer.com/void/mapPatches/operationrage.rar" target="_blank"> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Download Operation Rage<!--colorc--></span><!--/colorc--></a><br /><br /><b>IF</b> you are not running patch 1.5 and <b>IF</b> you do not have the expansion packs installed and <b>IF</b> you are not mounting the "booster" server / client zips in your mod, you can still run this map by downloading the content linked to below:<br /><br /><a href="http://www.battlefieldsingleplayer.com/void/content/boost.rar" target="_blank"> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Download Renamed Booster Content<!--colorc--></span><!--/colorc--></a><br /><br />Extract the rar into the directory of your mod and my map will find the files and load them.<br /><div align='center'>---====---</div><br /><br />Let me make this clear: If you are playing in 1.41 without the expansion packs installed, then the game will crash if you have the booster archives mounted and load a renamed DICE booster pack map. It will crash while loading to be specific. If you rename the booster zips then it won't. That is all I have done above, and set the map to look for those files and mount them if they are there.<br /><br />If you already have the booster_client and booster_server zips on your hdd but need the content to play this map, just copy and rename them as 'bst_c.zip' (for the client one) and 'bst_s.zip' for the server archive.  Put them in the main mod folder.<br /><br /><br /><div align='center'><!--coloro:#9932CC--><span style="color:#9932CC"><!--/coloro--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Operation Hastings</b><!--sizec--></span><!--/sizec--><!--colorc--></span><!--/colorc--></div><br /><br /><b>This is the full map</b>. It is not an Eve of Destruction map, it was made for regular BF2<br /><br />Problems: Too numerous to mention.<br /><br />Fix: Reconstructed and re-neighbored the strategic areas, deleted or repositioned many spawns, many other things.<br /><br /><a href="http://www.battlefieldsingleplayer.com/void/mapPatches/operation_hastings_fixed.rar" target="_blank"><!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro--> Download Here <!--colorc--></span><!--/colorc--></a><br /><br />I added a 32 player mode with two extra flags mostly to prevent excess running between the stock flags. The changes are in 32 player mode. Also added some USMC blackhawks to both 32 and 64. Download is an &#092;info folder and an updated server zip.<br /><br /><a href="http://www.battlefieldsingleplayer.com/void/mapPatches/opHastings_server.rar" target="_blank"><!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro--> Download new files Here<!--colorc--></span><!--/colorc--></a>]]></description>
		<pubDate>Sun, 14 Apr 2013 20:45:11 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17344</guid>
	</item>
	<item>
		<title><![CDATA[How to identify map file folder&#65311;&#27714;&#24110;&#21161;]]></title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17413</link>
		<description><![CDATA[To ask you for help again, because don't understand English, so for help you <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/unsure.gif" style="vertical-align:middle" emoid=":unsure:" border="0" alt="unsure.gif" /> <br /><br /> made a map, want to let it recognize map snow inside the map, but can not identify?<br />&#22914;&#22270;&#65306;<br /><br />&#19981;&#25026;&#33521;&#25991;&#65292;&#25152;&#20197;&#35831;&#22823;&#23478;&#24110;&#21161;&#25105;<br />&#24590;&#26679;&#35774;&#32622;&#35753;&#23427;&#35782;&#21035;&#22320;&#22270;&#20869;&#30340;&#36148;&#22270; &#27604;&#22914;&#21407;&#29256;M4&#26159;&#40657;&#33394;&#30340;&#36148;&#22270;&#65292;&#25105;&#30340;server&#12290;zip&#20869;&#26159;&#38634;&#22320;&#36148;&#22270; &#21487;&#26159;&#20182;&#19981;&#35782;&#21035; &#24590;&#26679;&#35753;&#23427;&#35782;&#21035;&#65311;<br /><a href='http://www.battlefieldsingleplayer.com/forum/index.php?act=attach&type=post&id=4092'>http://www.battlefieldsingleplayer.com/forum/index.php?act=attach&type=post&id=4092</a>]]></description>
		<pubDate>Mon, 20 May 2013 22:54:37 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17413</guid>
	</item>
	<item>
		<title>need your help to setup CBU 87 Cluster Bomb Mod</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17407</link>
		<description><![CDATA[hello<br />anyone can help me to install this mod on my bf2<br />what must do for that<br />plz tell me im very amature]]></description>
		<pubDate>Sat, 18 May 2013 13:21:07 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17407</guid>
	</item>
	<item>
		<title>Need help with Booster SP mod</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17414</link>
		<description><![CDATA[I downloaded the Booster SP mod and I put the maps in my own custom mod, but when I play some of the maps theres a'lot of stuff missing on the map, like buildings, bridges, planes, ect. Why is there so much stuff missing? Can you only play the maps in the Booster SP mod? How can I fix it?]]></description>
		<pubDate>Tue, 21 May 2013 13:31:47 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17414</guid>
	</item>
	<item>
		<title>How to make the birth point only raised 10 bot</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17415</link>
		<description><![CDATA[How to make the birth point only raised 10 bot <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/bigthumb.gif" style="vertical-align:middle" emoid=":bigthumb:" border="0" alt="bigthumb.gif" /> <br />&#25105;&#21482;&#24819;&#35753;&#25511;&#21046;&#28857;&#30340;&#22797;&#27963;&#28857;&#20986;&#29983;10&#20010;BOT &#35831;&#38382;&#20320;&#24590;&#20040;&#20570;&#65311;]]></description>
		<pubDate>Tue, 21 May 2013 14:58:46 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17415</guid>
	</item>
	<item>
		<title>Cluster bombs</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17417</link>
		<description><![CDATA[I always wanted to use cluster bombs on A10 but they are usless because they dont give any kill points and kill messages.<br /><br />Is there any way to edit a satnaws cluster bombs to get a kill message and kill points?<br /><br /><br />]]></description>
		<pubDate>Wed, 22 May 2013 09:33:19 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17417</guid>
	</item>
	<item>
		<title>My things and things....</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17411</link>
		<description><![CDATA[Edited a map that I found entertaining. I like it.......<br /><br />Any criticism is ok, just don't go with the historical facts...]]></description>
		<pubDate>Sun, 19 May 2013 23:49:45 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17411</guid>
	</item>
	<item>
		<title>Running a Server that allows Mods</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17408</link>
		<description><![CDATA[Hello,<br /><br />I am just wanting to know how to run a BF2 dedicated server that allow other players to join that have mods.<br /><br />I know how to run a server, but what file do I change to allow for modded players.<br /><br />At the moment they cannot join unles they have the normal BF2 version unmodded.<br />Anyone could help would be great thanks for your time.]]></description>
		<pubDate>Sun, 19 May 2013 22:04:36 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17408</guid>
	</item>
	<item>
		<title>Why is Vehicle navmeshing harder than infantry?</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17409</link>
		<description><![CDATA[It seems that vehicle navmeshing is much harder than infantry navmeshing.   For some reason, it also seems that the larger vehicles have more tendencies to cause those random CTD problems, even on small maps, that are not over-optimzed.   Even if you copy the infantry navmesh that works fine with only infantry over to the vehicle navmesh you can still have CTD with bots using vehicles.    The vehicle navmeshes need to be narrower than infantry pathmaps or the bots will run into buildings trying to turn corners.    At first I thought since the vehicles using bots will follow any navmesh regardless of the size of the vehicle, then by making narrow paths, It will be easier to generate workable vehicle navmeshes.   But it created more problems with CTD.  <br /><br />It also seems that city maps are much easier to navmesh infantry, while small maps with less restrictive obstacles are easier for vehicles.   But larger maps are problematic for both because of over optimization (where the navmesh generator simplifies the navmesh too much and the mesh doesn't follow the terrain close enough to avoid a CTD when a infantry or vheicle bot,  travels over an area where the navmesh difference with the terrain is more than about 1 meter.  <br /><br /> What I am thinking is that if the vehicle with a bot overextends the pathmap by more than what the game allows, then that could easily cause a CTD with bots and large vehicles.     This is especially likely when vehicles pile up and knock one of them partway off the pathmap.   I just don't know how much overextension is allowed before CTD.   It appears that it doesn't take much.<br /><br />I ran into this problem recently on the P4F maps Trail/mynamar and Basra/downtown.   Both have narrow navmesh paths for vehicles.<br /><br />I am not sure of how to fix this issue, other than making the map infantry only or limiting the map to small vehicles.   The only thing I can think of is to edit the navmesh to remove paths that are too narrow, or to navmesh the vehicle mesh seperately adding obstacles to prevent the narrow paths from getting navmeshed.<br /><br />This may also explain why some maps with vehicle navmesh issues only CTD occasionally.]]></description>
		<pubDate>Sun, 19 May 2013 23:04:39 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17409</guid>
	</item>
	<item>
		<title>Bf2142 folder has only a few files in it?</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17412</link>
		<description><![CDATA[Hi,<br /><br />I recently installed bf2142 again but when I went into the bf2142 folder to change the number of bots for SP, the only folder inside is one titled "cache".  Inside of this "cache" folder are 2 folders titled "{D7B71EE2-D501-11CF-BA77-0A26BEC2C535}_9_1" and "{D7B71EE2-D501-11CF-BA77-0A26BEC2C535}_9_2".  The first of these folders is filled with small 20kb files all starting with "rashad".  Example: "Rasaderbmadditive", when attempting to read these files with notepad, the only thing that comes up is 20 or so lines of text like this "ıı&lt;,0!!"#%%&'-)*+%-.".  and if it helps, all these rashad files are "CFX" files.<br /><br />Discouragingly, upon downloading bf2142sp mod and ffolkes unlocks, both of those folders are plagued with the same issue, only having a cache folder with these off rashad files inside.<br /><br />This has never happened to me before, I have tried uninstalling bf2142 and deleting everything then reinstalling it 2 times with no success.  Where did all folders go???<br /><br />I don't know if this helps, but i have NEVER patched my bf2142 before until yesterday, I decided to download the 1.01 patch so i could use ffolkes v 1.01 unlock mod, and i am pretty sure i checked the bf2142 folder before i patched with v1.01 and they were all there.<br /><br />Any help would be greatly appreciated, i just have no idea what is wrong here.]]></description>
		<pubDate>Mon, 20 May 2013 15:47:29 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17412</guid>
	</item>
	<item>
		<title>Implementing new weapon into bf2.</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15512</link>
		<description><![CDATA[Hello nice Forum-users! <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><br /><br /><b>First a little bit information about me:</b><br />I need help with emplementing a weapon from AIX into normal battlefield 2. I don't want to steal the weapon, I want it to use it for <u>personal use</u> only.<br />I want the incredibly nice <b>"aix_tavor"</b> (the israeli tar-21) correctly implemented in bf2. I am quite experienced with modding bf2 through notepad, My experience with modding: I made it so that every weapon from "Special Forces" and "Euro Force" are added to the US,ch,mec classes through ItemIndex's and adding the new weapon lines to the "Kits". Also I added the Fpsbanana's; Noobkiller's her: "USSNI_M82A1" animation add-on. (The weapon featured in bf2 but never used). And some other modding I forgot...<br /><br /><br /><b>But now I only want is one weapon from AIX be coded into bf2, i've done the following already:</b><br />I've copied the following files to bf2:<br /><br />Objects folder -&gt; &#092;Weapons&#092;Handheld&#092;aix_tavor&#092;Info: and their corresponding WeaponIcon image. (+weapon.desc)<br />menu_client -&gt; ...&#092;HUD&#092;Texture&#092;Ingame&#092;Weapons&#092;Icons&#092;Hud: aix_Tavor_menu and tavor_mini<br />objects_client -&gt; ...&#092;Weapons&#092;Handheld&#092;aix_tavor: and their corresponding meshes, sounds, textures folders.<br />objects_server -&gt; ...&#092;Weapons&#092;Handheld&#092;aix_tavor: and their corresponding ai, animations, meshes, tweak file, con file and inc file.<br /><br />Now, i've changed the US medic kit his weapon to aix_tavor, but when I start the game, and the desired map loads, it crashes when the load bar reaches<br />just the end. The load bar correctly runs through animations, meshes, textures and all that. (So probably that's fine, no crash there) But crashes right at the end.<br /><br />I personally think I need to adjust the "aix_tavor.tweak" file to some default settings of bf2 and not aix. I think aix has some weapon stuff that is not compatible with the normal bf2, but what stuff? and how do I fix this? Also maybe I forgot something to copy to the archives.<br /><br />I hope someone can help, I would be very pleased to be helped by an official aix-modder... <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/ohmy.gif" style="vertical-align:middle" emoid=":o" border="0" alt="ohmy.gif" />]]></description>
		<pubDate>Sat, 09 Oct 2010 09:44:21 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15512</guid>
	</item>
	<item>
		<title>Ask you to help me</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17405</link>
		<description><![CDATA[Hello, everyone, I meet a difficult problem! Could you tell me how to give you BOT on the map to add AI route?<br />I only generate green AI, but BOT can't according to my route to go, please help me. Ok? May be our language barrier, you will understand the wrong, please use youdao translation or Google translation! Thank you very much!<br /> <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/unsure.gif" style="vertical-align:middle" emoid=":unsure:" border="0" alt="unsure.gif" /> <br />]]></description>
		<pubDate>Fri, 17 May 2013 18:56:17 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17405</guid>
	</item>
	<item>
		<title>Map bug help</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17404</link>
		<description><![CDATA[I would like to release a map but it has a few strange bugs in it so far. <br /><br />1) the CH and US flags are flying above the pole and not connected? No idea, I havent seen this one before.<br /><br />2) Shadows of players and vehicles are really dark compared to the shadows of everything else. I have tried resetting the sky settings but regardless of there settings I have not been able to get the shadows to be toned down and match the map's shadows as they consistently are black. <br /><br />Any ideas.]]></description>
		<pubDate>Fri, 17 May 2013 13:42:53 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17404</guid>
	</item>
	<item>
		<title>Is there a more efficient shadow rendering for BF2?</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17402</link>
		<description><![CDATA[Some maps seem to have real problem objects that will bottleneck the editor's shadow rendering process during shadow rendering in bf2's editor. Seeing how the process seems like it should be that hard when the detection size is 512x512 at the largest it shouldn't take as long. Especially when there are now many game engines that do real time shadow rendering at a much better output quality. <br /><br />If I could program better I'd try to make my own light mapping script, that would basically skip problem objects and allow for them to be done in an alternative means.]]></description>
		<pubDate>Thu, 16 May 2013 19:31:45 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17402</guid>
	</item>
	<item>
		<title><![CDATA[Random CTD's]]></title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17397</link>
		<description><![CDATA[I need help with my BF2 mod.<br /><br />I just get a random CTD's and no error messages.<br /><br />Sometimes i can play for hours without any ctd but sometimes i can play 5 minutes and bang CTD.<br /><br />I checked everything, all weapons and vehicles are tweaked correctly.<br /><br />All maps are ported correctly.<br /><br />Im out of ideas what can cause this. <br /><br />Maybe someone in this forum can help me.<br /><br />]]></description>
		<pubDate>Tue, 14 May 2013 12:39:14 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17397</guid>
	</item>
	<item>
		<title>EnemySniper animations preview in Slow-mo and HD</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17398</link>
		<description><![CDATA[EnemySniper animations preview !<br /><br /><a href="http://www.youtube.com/watch?v=DCHtWlJi-fw" target="_blank">http://www.youtube.com/watch?v=DCHtWlJi-fw</a>]]></description>
		<pubDate>Wed, 15 May 2013 13:42:50 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17398</guid>
	</item>
	<item>
		<title>Alpha Project 0.2 Release!</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17324</link>
		<description><![CDATA[Hi battlefield community and alpha project fans!<br /> <br />After a long waiting period we are finaly back in action, our second installment is ready for a  release!<br />Again i wana than all our contributors and developers for their support, this mod would have never got this success without the help of all involved, we are realy proud, finaly being able to share this work with you all and hope you will enjoy it as much as we do!<br />As this is still alpha stage as our mod name says you can expect to find some bugs in it, if so please report them  via pm to me or someone of our devteam so we can try our best to fix those problems!<br /> <br />Enough said, happy fragging soldiers, this is an order! <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /><br /> <br />JONES out<br /><br /><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>Downloadlinks:</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--><br /><br /><a href="http://www.battlefieldsingleplayer.com/maps/bf2/jones/AlphaProject02.exe" target="_blank">BFSP Download</a><br /><br /><a href="http://www.762-ranking.de/apstats/downloads/02/AlphaProject02.exe" target="_blank">762-Ranking Download</a><br /><br /><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>Developer/Contributor Credits:</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--><br /> <br /><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->BFRHYS, Hjid, Dtneter, Chad509, Bad_santa12345, M.Combat, EnemySniper, Skullterror, bobthedinosaur, Furrealz_22, CoronaExtra, <br />Lt.Nomad, Clivewil, GroovyDawg, pmaxie4444 Pacebreaker Mod, Twinkie Masta, Defeat, Will, Kimono, Guedoe US Intervention Modteam, <br />Project Reality Modteam, Josh POE2 Modteam, Cvrelebrate, A-10Freak, Dodek, Likon, Cassio, Spartan, Duke, JONES<!--QuoteEnd--></div><!--QuoteEEnd--><br /> <br /><i>(let me know if we missed someone, detailed credits are included in the downloads credits.txt) <br /></i><br /><br /><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>Features:</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--><br /> <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->fully integrated weapon/class customization system with kit remember function <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->3d scope zoom shaders for scoped/magnified weapons <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->new ragdoll enhancement project tweaks for soldier physics <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->vehicle missiles and bombs can now destroy bridges <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->updated weapon, explosion and distand soundeffects <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->working ironsight switch for mounted machineguns <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->new engine and distancesounds for jets and helicopters <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->various new weapon animations and 3d sights <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->new cockpit camera position and hud for some jets and most armored vehicles <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->added antiair missiles to attack choppers <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->new armored apcs, mobile self-propelled artillery and light observation helicopters <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->placeable tripod hmgs and grenadelaunchers (only offline supported in this version) <br /><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b><!--coloro:#008080--><span style="color:#008080"><!--/coloro-->-&gt; <!--colorc--></span><!--/colorc--></b><!--sizec--></span><!--/sizec-->stationary tripod hmgs and grenadelaunchers<br /><br /><br /><br /><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>128 Player Server & Custom Ranking:</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--><br /> <br />762.Ranking Alpha Project Awards<br /><a href="http://www.762-ranking.de/apstats/?page=home&pid=45243573&ln=en" target="_blank">www.762-ranking.de</a><br />762.Ranking | BF2Awards Forums<br /><a href="http://www.762-ranking.de/forum/forum.php" target="_blank">www.762-ranking.de/forum</a><br />[DGC] Clan Homepage<br /><a href="http://www.die-german-crew.de/news.php" target="_blank">www.die-german-crew.de</a><br /><br /><img src="http://www.762-ranking.de/serversig/1/212_227_20_48_29906.png" border="0" class="linked-image" /><br /><br /><br /><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>Content Reveal Trailer:</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--><br /><br /><b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><a href="http://www.youtube.com/watch?v=8-pAcJYADAc&list=UUmEI24wdIU4RyBTNBnn-VTw&index=1" target="_blank">YouTube Full HD Video Stream</a><!--sizec--></span><!--/sizec--></b><br /><br /><b><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><a href="http://www.moddb.com/mods/alpha-project2/videos/alpha-project-02-content-reveal-trailer" target="_blank">ModdbVideo Stream</a><!--sizec--></span><!--/sizec--></b><br /><br /><br /><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo--><!--coloro:#008080--><span style="color:#008080"><!--/coloro--><b>Screenshots/Render:</b><!--colorc--></span><!--/colorc--><!--sizec--></span><!--/sizec--><br /><br /><a href="http://media.moddb.com/images/mods/1/17/16141/AP0.2artwork.png" target="_blank"><img src="http://media.moddb.com/cache/images/mods/1/17/16141/thumb_620x2000/AP0.2artwork.png" border="0" class="linked-image" /></a><br /><br /><a href="http://media.moddb.com/images/mods/1/17/16141/alphaproject_screen1.jpg" target="_blank"><img src="http://media.moddb.com/cache/images/mods/1/17/16141/thumb_620x2000/alphaproject_screen1.jpg" border="0" class="linked-image" /></a><br /><br /><a href="http://media.moddb.com/images/mods/1/17/16141/alphaproject_screen2.jpg" target="_blank"><img src="http://media.moddb.com/cache/images/mods/1/17/16141/thumb_620x2000/alphaproject_screen2.jpg" border="0" class="linked-image" /></a>]]></description>
		<pubDate>Thu, 28 Mar 2013 16:10:17 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17324</guid>
	</item>
	<item>
		<title>aircraft carrier tga</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17399</link>
		<description>where is the aircraft carrier tga(mini icon in the map) location?</description>
		<pubDate>Thu, 16 May 2013 08:00:31 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17399</guid>
	</item>
	<item>
		<title>jet hydra 70</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17395</link>
		<description><![CDATA[i have add hydra 70 missile into su25<br />su25 is with 30mm cannon and bomb at first<br />after i add the hydra, i still can't select it from itemindex 2 <br />can anyone help me and tell me what's wrong?<br />here's the tweak:<br /><a href="http://www.mediafire.com/?wfnpf6afnnk5y2v" target="_blank">http://www.mediafire.com/?wfnpf6afnnk5y2v</a>]]></description>
		<pubDate>Mon, 13 May 2013 08:50:21 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17395</guid>
	</item>
	<item>
		<title>Zombie AI</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17367</link>
		<description><![CDATA[Hey guys,<br /><br />I'm working on the zombie AI for PR-Z: <a href="http://www.realitymod.com/forum/f388-pr-bf2-community-modding/116577-project-survival-games-pr-z.html" target="_blank">http://www.realitymod.com/forum/f388-pr-bf...games-pr-z.html</a> <br /><br />I've given the zombies two weapons. One is basically a fake attack with a fairly large range and a low strength. It's only there to make zombies close in from a distance to attack humans. The other is the real weapon with a high strength and a very short range, which the bots switch to when actually attacking. Here are my AI templates:<br /><br /><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->weaponTemplate.create prz_zombiefakeweapon_ai<br />weaponTemplate.indirect 0<br />weaponTemplate.minRange 0.0<br />weaponTemplate.maxRange 60.0<br />weaponTemplate.optimalRangePercentage 1<br />weaponTemplate.setFiringPose Standing<br />weaponTemplate.setStrength Infantry&nbsp;&nbsp;&nbsp;&nbsp;3.0<br />weaponTemplate.setStrength LightArmour 1.0<br />weaponTemplate.setStrength HeavyArmour 0.0<br />weaponTemplate.setStrength NavalArmour 0.0<br />weaponTemplate.setStrength Helicopter&nbsp;&nbsp;0.0<br />weaponTemplate.setStrength AirPlane&nbsp;&nbsp;&nbsp;&nbsp;0.0<br />weaponTemplate.setSoundSphereRadius&nbsp;&nbsp;&nbsp;&nbsp;0.0<!--c2--></div><!--ec2--><br /><br /><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->weaponTemplate.create prz_zombie_ai<br />weaponTemplate.indirect 0<br />weaponTemplate.minRange 0.0<br />weaponTemplate.maxRange 2.0<br />weaponTemplate.optimalRangePercentage 20<br />weaponTemplate.setFiringPose Standing<br />weaponTemplate.setFiringPose Crouching<br />weaponTemplate.setStrength Infantry&nbsp;&nbsp;&nbsp;&nbsp;30.0<br />weaponTemplate.setStrength LightArmour 10.0<br />weaponTemplate.setStrength HeavyArmour 0.0<br />weaponTemplate.setStrength NavalArmour 0.0<br />weaponTemplate.setStrength Helicopter&nbsp;&nbsp;0.0<br />weaponTemplate.setStrength AirPlane&nbsp;&nbsp;&nbsp;&nbsp;0.0<br />weaponTemplate.setSoundSphereRadius&nbsp;&nbsp;&nbsp;&nbsp;0.0<!--c2--></div><!--ec2--><br /><br />I've run into a couple of issues that I can't seem to fix.<br /><br />#1: I was able to make them sprint when approaching humans, but if the human is walking backwards, they switch to walking when a few meters away. If the human pauses or gets stuck on a static, they will attack. Here's a video of what I mean: <a href="http://www.youtube.com/watch?v=_eAwf3DP59U&feature=youtu.be" target="_blank">http://www.youtube.com/watch?v=_eAwf3DP59U...eature=youtu.be</a><br /><br />I would like them to continue sprinting until they are in attack range. And no, the problem can't be that they're running out of sprint; I gave them virtually unlimited sprint for testing purposes.<br /><br />#2: Sometimes it is possible to get within visual range of a zombie without being spotted for a few seconds. Is it possible to tweak their AI so they react instantly? Also, is it possible to make them 'hear' humans when they are close, even without line of sight?]]></description>
		<pubDate>Wed, 24 Apr 2013 07:37:45 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17367</guid>
	</item>
	<item>
		<title>bf2 editor-spawn points</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17394</link>
		<description><![CDATA[how can i add selectable spawn points on the aircraft carrier?<br />I just spawn randomly in two spawn points which I create.<br />here's my spawn point(have 2 of them on the carrier):<br /><img src="http://i.imgur.com/MO7VNQf.png" border="0" class="linked-image" /><br /><br />here's aix spawn point(they can be select with several white dots on the carrier when you spawn):<br /><img src="http://i.imgur.com/neEOGya.png" border="0" class="linked-image" /><br />]]></description>
		<pubDate>Mon, 13 May 2013 05:37:29 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17394</guid>
	</item>
	<item>
		<title>Mods and Server</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17389</link>
		<description><![CDATA[Hi<br /><br />I've released my new version of Global Storm mod, now I want to know how and what to do to run it on internet for online play.<br /><br />Would Punkbuster kick or banned someone when connecting to my mod?<br /><br />How to rent a server, can you give me some links to them?<br /><br />What does server need in order to run the mod?]]></description>
		<pubDate>Mon, 06 May 2013 02:45:57 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17389</guid>
	</item>
	<item>
		<title>euro force location</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17393</link>
		<description><![CDATA[where's the euro force dlc archives location?]]></description>
		<pubDate>Sat, 11 May 2013 20:29:26 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17393</guid>
	</item>
	<item>
		<title>Optimizing Navmesh</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17390</link>
		<description><![CDATA[So I had a infantry navmesh for Oman p4f, I added a deck from the carrier from the per-opt and it works good in game (which is kind of cool), but I get the feeling that I haven't optimized the poly count correctly.  <br />About what size are larger maps supposed to be? <br />And what is an effective tool on cleaning up really large navmeshes? <br />How much of the deepwater can I keep if I dont want bots to be swimming around much?<br /><br />Something I did was right away go around the map's edge where tons of little triangles are trying to match a round cut on the boundry and removed those. Large flat areas like water are easy to combine polies, and then going up to rough terrian you get lots zig zag holes where i usually remove the sharp dead end traingles. Then I look for any more obvious little dead end pennisulas that aren't really going anywhere. Anyways after doing all that cleaning for a couple hours I only removed about 8k out of 90k. So I then I seperated the stairs and narrow parts so I can run the rest of the terrain throuh a multires (which end up like crap) and then decided instead to use max's optimizer which was okay at dropping the count from 80k to about 9800. Trying to reattach the stairways and alleys was kind of a pain too. All in all the count is about just under 10k now. <br /><br />Any tips from people who have been doing this stuff for some time now?]]></description>
		<pubDate>Mon, 06 May 2013 08:56:23 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17390</guid>
	</item>
	<item>
		<title>Please help me</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17383</link>
		<description><![CDATA[This bug appears when you add a modifier Skin.<br />Does anyone know how to fix it?<br /><a href='http://www.battlefieldsingleplayer.com/forum/index.php?act=attach&type=post&id=4074'>http://www.battlefieldsingleplayer.com/forum/index.php?act=attach&type=post&id=4074</a>]]></description>
		<pubDate>Sat, 04 May 2013 03:34:48 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17383</guid>
	</item>
	<item>
		<title>another noob problem</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17378</link>
		<description>how to keep the speed of a jet(ac130) without controlling?</description>
		<pubDate>Thu, 02 May 2013 07:10:26 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17378</guid>
	</item>
	<item>
		<title>Making a COOP mod</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17388</link>
		<description><![CDATA[I hate to start a new thread just for this simple question, but I couldn't find a thing through searching.<br /><br />I play BF2 COOP a lot with my brother, on the same modem, and we enjoy playing FH2.  However we both like to snipe with the scoped sniper rifles, I know you can use the pick up kits, but it would be so much easier to just tweak the files a bit so the "sniper" class has a scoped sniper rifle.  I know how to do the tweaking, I do the exact same thing for both computers, but when he tries to connect to my COOP game, he gets the "Needs same version" error.<br /><br />Any help is greatly appreciated!<br />Sorry for creating a new thread!<br /><br /><br />EDIT: I hadn't actually did the editing yet with FH2 because I've done it with other mods and got the above result.  But I just tried to change the kit files for my Singleplayer enjoyment, but the kit tweak files are actually "Include File".  How can I open that file type?]]></description>
		<pubDate>Sun, 05 May 2013 20:44:29 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17388</guid>
	</item>
	<item>
		<title>Navmeshing problems with Vista?</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17385</link>
		<description>Has anyone sucessfully generated a navmesh running Vista?   Does anyone have any tips or suggestions on getting the navmesh scripts to run properly with Vista?</description>
		<pubDate>Sun, 05 May 2013 12:14:07 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17385</guid>
	</item>
	<item>
		<title>Textures turn black when switching from map to menu</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17387</link>
		<description><![CDATA[While in-game if I hit the ESC key to options then return to the game the textures are all black..happens with any mod.I'm running 1.5.Any Ideas?<br />Here is an in-game image of what happens when I return to the game after exiting the menu<br /><a href='http://www.battlefieldsingleplayer.com/forum/index.php?act=attach&type=post&id=4076'>http://www.battlefieldsingleplayer.com/forum/index.php?act=attach&type=post&id=4076</a>]]></description>
		<pubDate>Sun, 05 May 2013 14:06:16 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17387</guid>
	</item>
	<item>
		<title>How can i lift an exist navmesh from an map</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17384</link>
		<description><![CDATA[My question here is -&gt; how can i lift an exist navmesh in an map without any special tools (like maya or anything else) ?<br /><br />means as excample in the "a bridge to far" map (its from hayabusa (mercs 15 mod)). On the bridge there is an (in org.) to small navmesh line ( the bots runs only on an small path at the middle of the bridge) but it exist an bigger one (you can see it (in the editor)) if you move down the bridge object parts an little. <br /><br />Is there an quick & esay way to change it (lift the navmesh 0.5 meters) without an use of special extra tools ? Or is the only way to recreate an navmesh therefore ?<br /><br />tia web<br /><br />p.s. pm me here - if you want an link to get the "a bridge to far vO.3" map. Sorry - but these is the only way to get this map in these version then i use this only in an special version on my mercs 15 coop servers.<br /><br />]]></description>
		<pubDate>Sun, 05 May 2013 06:23:00 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17384</guid>
	</item>
	<item>
		<title>Is there a 3-gun mod?</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17375</link>
		<description><![CDATA[Sorry if this is in the wrong section!<br /><br />I'm wondering if there is a 3-gun mod for BF2.  Or if anyone is planning on making one.  I think it'd be extremely fun, especially with timed multiplayer.  I searched but couldn't find one.<br /><br /><br /><br />Thanks!]]></description>
		<pubDate>Wed, 01 May 2013 15:51:01 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17375</guid>
	</item>
	<item>
		<title>BF 2142 Refractor engine 2</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17316</link>
		<description><![CDATA[Hi <br /><br />I'm want to learn more about Refractor engine 2 in Battlefield 2142. I was trying to "google" it but I just can't find web page to learn more about "Refractor engine 2" features.  Especially I want to know difference in between BF2142 engine version and BF 2 engine version.   <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />]]></description>
		<pubDate>Fri, 22 Mar 2013 18:39:23 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17316</guid>
	</item>
	<item>
		<title>editor problem</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17372</link>
		<description><![CDATA[trying to edit aix wake island map but fail<br />here's the error:<br /><img src="http://i.imgur.com/3uVXm5z.png" border="0" class="linked-image" /><br />Ignored Warning[Game] : AT_ERYX_LT Kit error, index conflic. Two or more weapons use the same item index:3 checked KitPart:chrif_type85<br />aix's type85 is set to be index 2 <br />how can i fix it? <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />]]></description>
		<pubDate>Wed, 01 May 2013 06:32:45 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17372</guid>
	</item>
	<item>
		<title>Radiation and heat effect for nuclear explosion</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17370</link>
		<description>How I could make explosion to make damage in nuclear explosion zone after the nuclear explosion to simulate heat and radiation?</description>
		<pubDate>Sun, 28 Apr 2013 07:45:57 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17370</guid>
	</item>
	<item>
		<title>New BF2 Strategic AI System</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15109</link>
		<description><![CDATA[My attempt to replace the default BF2 strategies turned into the project this post describes. The original code and project designs were created with a pencil and a notebook in the deep woods of an Alabama hunting camp. You don't need a computer for everything.<br /><br />   In short, I have tried to improve the BF2 AI Commander, and due to all the positive feedback from the members of this forum, I believe I have succeeded. When I first created this I thought I would be the only person to ever use it; I was mistaken. A <b>huge</b> Thanks goes out to all the good people at BFSP who have donated their time and energy in testing my work and giving me the feedback I needed to make it better.<br /><br />   The name of this project is "Enhanced Strategic AI",or simply <b><i>ESAI</b></i> for short. If you are impatient, the download links are at the bottom of this post.<br /><br /><!--coloro:#2E8B57--><span style="color:#2E8B57"><!--/coloro--><b><i>News:</i> Beta Testers Needed. Read <a href="http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15109&view=findpost&p=183906" target="_blank"> This Post</a></b><!--colorc--></span><!--/colorc--><br /><br /><br /><div align='center'><b><i>NOTICE</b></i></div><br /><br />ESAI is FREE SOFTWARE. It has no copyright or usage license. The only restriction on use of this code is that you may not redistribute it for a fee unless you need to cover the marginal cost of distribution media. The key word is "cost" of the media. You may not use that as an excuse to turn a profit. Individuals who break this rule will be subject to the following vague and non-incriminatory statement of my position:<br /><br /><div align='center'><i><b> Don't sell ESAI. You will not make much money, and the consequences of such behavior could possibly be unpleasant for you.</b></i></div><br /><br />   So what exactly is ESAI? It is an alternative approach to BF2 Strategic AI scripting that gives the AI commander more strategy options. ESAI is designed to enhance each team's cohesiveness and overall effectiveness.<br /><br />The ESAI package is not exclusive to any particular mod. It has been tested with dozens of them. Here are the answers to the most frequently asked questions about ESAI. Please, restrain yourself - I will no longer respond to queries regarding the information below:<br /><div align='center'><ul><li>Yes- it works with patch 1.5.</li><li>Yes -it runs smoothly on a dedicated server.</li><li>No- it will not make bots climb ladders.</li><li>No- it will not make bots better drivers.</li><li>No- it will not restore Arty requests to patch 1.5.</li></ul></div><br /><br /><div align='center'><b>INCOMPATBILE MODS</b></div><br /><br /><div align='center'><b>There are none</b>. All mods will work fine with ESAI; I promise.</div><br /><br /><div align='center'><b>STABILITY - CRASH ISSUES - SUPPORT</b></div><br /><br />   ESAI has now been tested extensively, and it is known to be stable. If you have any crashes related to ESAI, you have almost certainly made a mistake setting it up. Get help from someone who is already using ESAI. <br /><br /><div align='center'><b><i>ESAI Features</b></i></div><br /><br />   ESAI includes 4 default strategy sets for use with different styles of maps. Strategy Sets are assigned to specific maps on a per game mode basis,using a specially crafted 'Strategies.ai' file. This file loads the ESAI core code,any required plugins,and the strategy set that is to be applied to the game mode. ESAI <b>does not</b> override the default strategies of any mod. If ESAI is not activated inside a map, then the default strategies are loaded as usual.<br /><br /><b><i>New (5/13/2011):</b></i><br /><br />   The ESAI core now contains over <b>30</b> working strategies. The default Strategy Sets assign 12 strategies to each team, and there are more complex strategy sets available in the <i><b>user</b></i> directory tree.<br /><br />  ESAI  uses a plugin system to allow coders to craft new strategies without reinventing the wheel. A user written plugin can create a strategy by making use of the conditions and prerequisites already defined by ESAI. Plugin authors can also create their own conditions,prerequisites,or strategies as needed.<br />  <br /><br />There was once a branch of this project written specifically for Forgotten Hope version 2.3. That variant of ESAI is now obsolete; FH2 has made many changes to the mod since then. That version had a several custom strategies specific to fh2 maps that have since changed. You can still use the standard ESAI version with FH2.<br /><br /><br /><b><div align='center'>DOWNLOAD LINK</div></b><br /><br />ESAI v4.2 Public - Now with new-and-improved documentation:<br /><br /><a href="http://www.battlefieldsingleplayer.com/void/ESAI/ESAI-4.2-Public.zip" target="_blank"> Download ESAI 4.2 Public Release</a><br /><br />ESAI v4.1 was exactly the same as v4.2 except for the included documentation. If you are still using 4.1 there is no real reason to download version 4.2, unless you want to read more details about how the code works<br /><br /><br /><i><!--sizeo:2--><span style="font-size:10pt;line-height:100%"><!--/sizeo-->I have noticed some spam websites that have posted ESAI crap download links. They are using the typical tricks of posting a zoo of different and confusing d/l options and buttons etc, seems they mostly lead to that site's "automated download assistant", which is of course an executable that is dubious in nature - read "possible spyware". I give this warning for people who may have discovered an older cached version of this post, and took the extra step of coming here to see what has changed.<br /><!--sizec--></span><!--/sizec--></i><br /><br /><div align='center'><i><b>End Note:</b></i></div><br /><br />I have retired from the BF2 world. If you have read this entire post then the requirements for redistributing ESAI should be clear.<br /><br /><b>BobTheDinosaur</b> has been kind enough to agree to take charge of all ESAI permission requests. (Thanks again man). He has <b> full power of attorney</b> over this project, and speaks on my behalf. If you are <i>still</i> unsure if you can use ESAI with your own project, ask him for permission.<br /><br />Any future changes BobTheDinosaur decides to make to the rules I have posted <b>must be respected</b>. A minor change has already occured - you now have to credit me if you use ESAI in your mod. I see no problem with that. If for some reason you submit a request and it is denied, his decision is non-negotiable, so don't bother to argue with him.<br /><br />That said, <i>Please</i> do not pester him overmuch with personal requests for Technical Support. If you are having problems with ESAI setup I would encourage you to post your questions in this topic; there is a high probablity that the BFSP community will help you out.<br /><br />On a <i>personal</i> note, I would prefer that authors of mods that are strictly AI enhancements <b>not</b> include ESAI as part of their project, but that isn't strictly a rule. As far as that goes, anyone is welcome to try and expand on ESAI or Improve it , but it would be nice if you renamed it slightly in order to make a distinction between my work and yours. Nothing elaborate, just add an extra letter to the name or whatever. This isn't an actual rule either, it is only my preference.<br /><br /><b><div align='center'>Enjoy your game!!!</b></div>]]></description>
		<pubDate>Tue, 08 Jun 2010 18:56:17 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15109</guid>
	</item>
	<item>
		<title>How to fix Terrain / Water borders in a map ?</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17345</link>
		<description><![CDATA[I have a map I like, but it has a weird bug. It contains rivers that are shallow at both edges before the elevation increases and becomes land.<br /><br />At many points on the map you end up "half submerged" in land, that is, the terrain at the water's edge is not solid. Or to put it another way, you can run from the edge of the river "into" the river bank up to a certain point, and then the "land" becomes solid.<br /><br />I would like to know if there is a way to fix this kind of problem, given that I am an end user and don't have access to the any of the map's Editor files.]]></description>
		<pubDate>Sun, 14 Apr 2013 21:36:55 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17345</guid>
	</item>
	<item>
		<title>Mannlicher M95</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17366</link>
		<description><![CDATA[I just wanted to show a Mannlicher m95 rifle. Maker doesnt want its name to be here.<br /><br /><img src="http://media.moddb.com/cache/images/members/2/1090/1089506/thumb_620x2000/6wawrsB.jpg" border="0" class="linked-image" /><br /><br />If anyone can help by texturing and animating I would be really glad. PM me so I'll send you the download link.<br /><br />Cheers]]></description>
		<pubDate>Wed, 24 Apr 2013 06:22:07 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17366</guid>
	</item>
	<item>
		<title><![CDATA[Weapon cammo's]]></title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17364</link>
		<description><![CDATA[How can I ( in GIMP ) use some sort of tool to highlight some areas of the textures to for example give it a woodland cammo? I've seen something on a clip before but I can't find it back, Something with a select tool and he changed the color with a cammo on with out ruining the whole texture of the gun and also scratches and so on does someone knows how that goes? <br /><br />- Thanks]]></description>
		<pubDate>Tue, 23 Apr 2013 12:29:31 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17364</guid>
	</item>
	<item>
		<title>creating a new team with out max</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17361</link>
		<description><![CDATA[I been searching alot after a TUT on how to make a new team to bf2 but all i found was the one in 3ds max which is not what i need right now and i tried search for everything that contains the words ''Create'' ''a'' ''new'' ''team'' . but without any luck but anyway i want to make 2 more teams from one team that is already in the game example i will split Eu into 2 teams Germans and UK as there are EU soldiers and Ge soldiers in the game but they are set as one (EU) but what would i be need to do for making them into an Whole new team i already has the sounds for each team but i'm a bit lost in what else to do and to make them appear as a team inside the Editor so i can make them for each map. <br />should there be a really higly detailed Tut on how to do this leave a link so i can cry over i didn't find it hehe o.O]]></description>
		<pubDate>Sun, 21 Apr 2013 11:48:42 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17361</guid>
	</item>
	<item>
		<title>Searching for Shotgun zoom anim</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17360</link>
		<description><![CDATA[Most animations I have for shotguns in my collection don't work with the default BF2 rigging for shotguns.  I'm searching for an animation set that would allow me to drop animations in to give zoom for the original BF2 shotguns and any custom shotguns I download that might be using that animation rig setup.  I've got several custom animations for shotguns but the zoom doesn't fit the rigging and looks all funky.<br /><br />If anyone knows of a set that works, please post. <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />]]></description>
		<pubDate>Sat, 20 Apr 2013 10:38:50 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17360</guid>
	</item>
	<item>
		<title>import/add to bf2 from 3ds max</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17358</link>
		<description><![CDATA[sorry if this been posting before and i'm sure it is but when searching for something matchting this it's gives me zero results so i need help with the import and export from bf2 <br />i made an chopper in 3ds max 7 and wants to get it into the bf2 how do i do that? some people said that 3ds max 7 wasn't supported to bf2 and others says all 3ds max up to 9 works for bf2 so i hopes someone can tell me if i'm using the wrong program. and also about the export thing as i want to edit the black hawk a bit to my own mod i really hope someone can give me a very detailed way to do it or if there are an Tut i found one on moddb but that's only for planes :/ <br />but again sorry if this been posted before just remove it if it is but could really use an link atleast <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><br />]]></description>
		<pubDate>Fri, 19 Apr 2013 15:39:57 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17358</guid>
	</item>
	<item>
		<title>Navmesh in Sp support</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17353</link>
		<description><![CDATA[Well i made a couple of sp maps and i'm come to the part where i need to use the bath file CreateNavmesh and it goes well and everything but when i get to the end of it i get the: error 87 0x00000057 cant create folder /cluster well i turned off the Read only but win 7 is messed up and turns it on Automatically and yes i'm the Admin on the pc but it always stops there so is there anyone that know the solution on it? all help is huge appreciated<br />so how do all you modders make the navmesh part on win 7 hope someone can help me  <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />]]></description>
		<pubDate>Wed, 17 Apr 2013 03:48:18 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17353</guid>
	</item>
	<item>
		<title>bf2 serial number?</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17357</link>
		<description><![CDATA[hi guys.<br />is there a website where i can buy a serial number?<br />some guys mentioned www.cdkey-game.com but they ship the game.<br />i just want a serial number.<br />thanks <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />]]></description>
		<pubDate>Thu, 18 Apr 2013 16:21:19 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17357</guid>
	</item>
	<item>
		<title>Adding an extra Vehicle bf2</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17354</link>
		<description><![CDATA[i'm edited the su-39 (example) in the editor to an Air-air aircraft <br />and the files are placed here C:&#092;Program Files (x86)&#092;EA GAMES&#092;Battlefield 2&#092;mods&#092;bf2&#092;Objects&#092;Vehicles&#092;xpak2_vehicles&#092;air_su39<br />so the orginals in the client and Server.zip are still the orginals so now if i want to use the orginal some are an Bomber and also wants to use the new one i made as Air-air what do i need to do before it works? <br />i tried making a new folder called the same but i added AA after the: air_su39 (example:air_su39AA) but doesn't work as the main tweaker and con are still reading the files from the orginal <br />and the same problem i have with skins like they did in Aix 2 they example had desert cobra skin and woodland cobra skin of the same chopper in the same map what would i be need to write to do that <br />i hope someone can help me with this as i would need it alot to my mod<br />all help is appreciated <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><br />Thank you]]></description>
		<pubDate>Wed, 17 Apr 2013 06:40:38 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17354</guid>
	</item>
	<item>
		<title>Looking for animator who have time.</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17328</link>
		<description><![CDATA[I need anims for my MK46 with handgrip model.<br /><br />Around youtube and moddb i dont find anyone who got time.<br /><br />Maybe here is more luck. <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><br /><br />This is the model : <a href="http://img27.imageshack.us/img27/778/ssssssyl.jpg" target="_blank">http://img27.imageshack.us/img27/778/ssssssyl.jpg</a>]]></description>
		<pubDate>Wed, 03 Apr 2013 07:43:34 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17328</guid>
	</item>
	<item>
		<title>Aircraft HUD</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17347</link>
		<description><![CDATA[Not sure if im posting on the right topic..well..is there any mod for aircraft HUD similar to this? <a href="http://www.futuregamez.net/ps2games/acombat4/acombat44.jpg" target="_blank">http://www.futuregamez.net/ps2games/acombat4/acombat44.jpg</a> .if so please send me a link to it thanks.]]></description>
		<pubDate>Mon, 15 Apr 2013 15:08:41 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17347</guid>
	</item>
	<item>
		<title>Battlefield 3 Information Overflood!</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15791</link>
		<description><![CDATA[Hello guys!<br /><br />I just came across something interested i found at the official dice hompage under publications, its a slideshow that shows navmesh orientated technical informations about the frostbite engine development and from its date (nov2010) it is most likley about the next generation of the engine (frostbite2) which is in development for bf3.<br /><br />Feel free to share your opinion here is the slideshow from dice: <br /><a href="http://publications.dice.se/attachments/AStepTowardsDataOrientation.ppt" target="_blank">A Step Towards Data Orientation</a><br /><br />I thought i let you know about this, it might be interesting for the future of battlefield  <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/huh.gif" style="vertical-align:middle" emoid=":huh:" border="0" alt="huh.gif" />]]></description>
		<pubDate>Mon, 03 Jan 2011 08:20:59 -0600</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=15791</guid>
	</item>
	<item>
		<title>BF3: funniest trolls ever ! :D</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17338</link>
		<description><![CDATA[Another, better and more lol trolltage ! Enjoy !<br /><a href="http://www.youtube.com/watch?v=s9rq5HEDrBw" target="_blank">http://www.youtube.com/watch?v=s9rq5HEDrBw</a>]]></description>
		<pubDate>Fri, 12 Apr 2013 11:56:43 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17338</guid>
	</item>
	<item>
		<title>Proper Jet/Heli Head Up Display Frame Fading</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17335</link>
		<description><![CDATA[Hi guys!<br /><br />Is it possible to make the actual head up display disapears on the edges of the projection frame when making turns and rolls on aerial vehicles?<br />If you dont know what i mean the following image should clarify it, i am not sure if a speical blend mode of a invissible texture that would be placed around the borders would make it or if shaders could make this possible:<br /><br /><img src="http://img32.imageshack.us/img32/1363/hudframe.jpg" border="0" class="linked-image" />]]></description>
		<pubDate>Fri, 12 Apr 2013 03:02:57 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17335</guid>
	</item>
	<item>
		<title>Silencing Commander Radio Spam</title>
		<link>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17327</link>
		<description><![CDATA[<b>UPDATE:</b><br /><br />The answer, posted by Void, is in <a href="http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17327&view=findpost&p=183650" target="_blank">reply # 11</a><br /><br /><br /><i>Original post:</i><br /><br />It's simple, right?  No big deal, right?  It's why I keep kicking myself over and over and over as to why this isn't working.<br /><br />I've got a custom Common_client and a custom Common_server that I'm trying to mount on a per-<b>map</b>-basis.  For some reason it's not working... <img src="http://www.battlefieldsingleplayer.com/forum/style_emoticons/default/uhm.gif" style="vertical-align:middle" emoid=":uhm:" border="0" alt="uhm.gif" /><br /><br />I've set up my Client and Server in the levels folder.  I've checked and rechecked the file structure within the zips so that they match the original main Common_client.zip and Common_server.zip.  I've went inside the Tunisia map (target map for my changes) and mounted my custom Common_client.zip and Common_server.zip within the respective ClientArchives.con and ServerArchives.con files.  I run the map and no changes are there.<br /><br />My goal is to reduce Commander and Squad leader voice spam on a per map basis.  I've edited the <b>VoiceMessages_AutomaticallyTriggered.con</b> and <b>VoiceMessages_ComAndSL.con</b> files and am attempting to mount them.<br /><br />I'm hoping a fresh pair of eyes can help me spot what oversight/error I have in my set up.  I originally created additional .ogg files that were silent versions of the originals, paired with the originals, so at random the Commander would speak and sometimes not.  When that didn't work I then remmed out the lines altogether to attempt perfect silence; still not working.  I then tried editing <b>VoiceMessages.con</b> by remming out the <i>run VoiceMessages_AutomaticallyTriggered.con</i> line in the file, still not achieving anything.<br /><br />I attempted mounting this first within the map folder, then thought it best to switch to the levels folder (like the ithh-mp_objects zips ) and mount <i>that</i> way but to no avail.  This all leads me to believe I've mounted this wrong.  Anyone got any ideas?  See my mistake?<br /><br /><img src="http://i50.tinypic.com/ruuvls.jpg" border="0" class="linked-image" /><br /><br /><br /><img src="http://i46.tinypic.com/b4ci1v.jpg" border="0" class="linked-image" /><br /><br /><br /><img src="http://i48.tinypic.com/am86qx.jpg" border="0" class="linked-image" />]]></description>
		<pubDate>Sat, 30 Mar 2013 10:59:12 -0500</pubDate>
		<guid>http://www.battlefieldsingleplayer.com/forum/index.php?showtopic=17327</guid>
	</item>
</channel>
</rss>