CONSOLE COMMANDS IN BATTLEFIELD: 1942\VIETNAM
Updated: November 28th 2003
.CON files are what
brings everything together in Battlefield 1942\Vietnam. Con files link
together the objects, models, sounds, maps, AI, and settings in the game.
These are text files, sometimes called script files, with each line defining
a property or performing a directive. They normally have the suffix ".con",
with a few script files having the suffix ".inc", as these files
are included and shared by a number of .con files using the "include"
of the .con files you'll want to modify or create will be in the
Objects.rfa archive file. Once this is extracted you'll find this
All the cars, jeeps, tanks, planes, and boats.
|| - a few
very common items.
building objects, with the decoration layout information.
dust, water ripples, and other cosmetic effects.
that the player carries with them and keeps in their inventory
and kit (weapons per class) information.
scenery pieces, chairs, tables, pipes, logs, signs, etc...
properties, sounds, parts (hands, heads, body's)
are organized into further subdirectories until the actual .con files
are reached. Typically, each .con file in Objects.rfa holds a single object
or group of related objects (a tank body, its turret, wheels, etc.). Each
line in a .con file either defines a class property, performs a keyword
directive (such as including another file), or is a comment (and so is
ignored). The directory structure and keyword commands are described in
depth in the Game Structure
Tutorial. The CON File List presents the
more important .con file types.
File List summarizes what the various classes do. There are
about 40 classes, such as KitTemplate, SoldierSound,
and Sky, but the most important (and most complex) class
for object creation is ObjectTemplate.
Many classes define object types. The All
Types list shows these. For each class and type there are different
properties that are set. The All Properties
list summarizes these.
The new game Battlefield Vietnam uses the original Battlefield 1942 engine and expands upon it. The Vietnam Additions page gives an overview of these changes.
The numerical values set by properties are normally in MKS (meters/kilograms/seconds) units. Occasionally, time will be in units of 1/30th of a
second, as this is how often the game engine updates the scene data.
defined by first setting the create property:
that are defined after this line are then a part of the named object
type, until the end of the file is reached or another ObjectTemplate.create
command is encountered. Three reference pages concerned with the
- used to create objects and link them together.
- lists and describes the different pre-defined object types in
Battlefield 1942, and the properties that can be used on them.
- lists and describes the ObjectTemplate properties.
class defines many properties for an object. However, typically
each object is defined by a few different .con files, for weapon
characteristics, physics, etc. Some other classes (such as GeometryTemplate)
are also used in these files to hook in other resources to the object.
These different file types are covered below.
- Most misc objects, like SimpleObjects, Bundles, PlayerControlObjects,
- Objects with Physical reactions, like Wings, Engines, Springs,
- Weapons related objects, like HandFireArms, FireArms, and Projectiles.
- Contains all the NetworkableInfo for multi-player compatibility.
- Effect related objects, like Particles, Emitters, EffectBundles.
- Contains all the GeometryTemplates that link to .sm model files.
File List gives a more general description of the other .con
files used in the game.
Each soldier, weapon,
and map can have additional information in order that the 'bots can function
well. DICE has provided documents pertaining to
AI to the mod community.
Go to the All
Properties list, All Types list, Class
list, CON file list, Vietnam
Additions page, or Game