As a total beginner I agree with start small and persevere. I initially thought I'd never touch the rules editor because it was too complicated but I started getting into it after watching some tutorials. Once you get a basic understanding of how blocks can go together you can just keep building on your knowledge.
Thanks very much. Really appreciate that. Wish there was a bit more to talk about..I do have a lot of ideas floating in my head though so will keep doing them when I'm able to find time.
Glad that you are still posting portal content. It’s a shame that the game lacks the player base to populate most portal games so perhaps another tip would be to make sure that a game is set to allow AI to fill the lobby completely if there are not enough real players and, if other real players join during a game the AI will get displaced. I recall there is a setting to pick certain AI for this to happen.
Thanks for dropping in. Still making content. Just not had the time lately due to extra commitments at work. I'm just going to try to get videos out when I can. I've still got a lot of stuff I want to do so I'll keep chucking them out when I have the time. Be good if there was more content and additions coming to Portal but I think we are slowly accepting that we probably won't see much more added to this iteration of Portal. The setting you mention is under Modifiers-AI-AI Type. You select PVP for AI and it fills with AI that are slowly replaced with players as they join. Of course the downside is less XP but for some that's not a problem.
Hey man, I love these tutorials, they are amazing. Quick question, is it possible to set all of the weapons in one single era ? As in 2042, Bad Company 2 and BF3 weapons will be usable on BF1942 era. Is it possible with the Rules Editor ? Just wondering and you just got yourself a new subscriber
Hi there. Thank you for that, really appreciate the feedback. I'll keep doing them when I can find the time. As for your question, yes that is possible. Allowing players to SELECT a weapon is a little more difficult and requires an in game menu to be built. There are several choices of how to get the job done but if you just want to, for example, assign a particular weapon from another era, thats easy enough. There is a block in the rules editor called 'Replace Player Inventory'. If you use the 'onPlayerDeployed' event and use that block, the block has two spaces in it. In the first you put event player, in the second you use the 'selection list' - 'inventory primary weapons' and you can give any player from any era any weapon from any other era. For a more advanced version you could store all the weapons in an array and select a random weapon for them each time they deploy. Here is a very basic example of how that would work: portal.battlefield.com/experience/rules?playgroundId=f9959080-5a56-11ee-9ba9-3ca71bf7251a
Hi Mate :) Sorry to bother you, but have really been enjoying your videos. I was wondering if there was any way to undeploy all players, or just players on a certain team, when all objectives have been captured for 3 minutes. I have been trying to do this in rules editor for about 2 weeks now and am just having no luck :( I'm not sure if you help viewers with their issues at all but if you could help me out here or just point me in the right direction that would be amazing!
@@BattlefieldDad thanks so much mate. I run a 2042 discord and am trying to get a Redacted map going with this aspect to prevent spawn traps and short games. Where can I contact you in the future about this?
Not tested but this is in the right direction. I don't have time to test for a little while so I will leave this here and you can have a look if you want. portal.battlefield.com/experience/rules?playgroundId=1f219040-8001-11ee-b4f7-1fa32f14369a
Similar idea but a lot easier for when a team has their MCOM destroyed. Again not tested so it may not work but I will put it here and possibly have a look later in the week if I have a chance. portal.battlefield.com/experience/rules?playgroundId=1554a8e0-7ffc-11ee-b4f7-1fa32f14369a
Sorry for the late reply. If you mean map rotation using the standard settings its really just a case of adding the maps in 'Core - map rotation' click to add the maps and drag to change the order. You dont really deal with the map rotation through the editor. You can use the editor to work out which map is currently playing - which is useful if you have custom logic based on the map - but the map rotation is where you set the maps. You dont need to go near the rules editor to set up a basic mode with custom map rotation. I dont know if this video is useful but this gives you the full intro to setting things up th-cam.com/video/z7MZa8fnsng/w-d-xo.html
I really wish DICE would put more focus on Portal, there is so much potential and fun game modes. It's a shame that Portal is hidden by multiple menus and almost everything gets XP restricted
100% agree - its a shame it was and is not utilised more. Hopefully the idea of Portal will stick around for longer and we will see it get better support.
Hey Battlefield Dad, not really a gamemode but I am looking to create a portal experience in which I can capture some cinematic footage of big groups of bots. I've noticed they are programmed to start moving to a friendly flag when it starts getting captured by an enemy, which gives me a nice cohesive group of bots to film. Now I am wondering if it is possible to create some kind of menu where I can cycle through all the flags on the map, select the flag I want and switch the ownership of the flag. This would allow me to 'steer' the bots and simultaneously get the shots I want. I've seen people make shop or buy menus using player inputs, I tried tying the player inputs to the objective blocks but could not get any flag to change ownership. Do you know where I can learn the objective blocks? Thanks for all the tutorials.
Hi, cool idea!. Yes that is possible. Menu systems are always a bit clunky in game because you have to attach them to actions of the player. If all you want to do is cycle through active objectives though that isn't too difficult. I have knocked up an example for you. All objectives start disabled. Press crouch to disable the current objective and move onto the next. You could use MCOMS too if you wanted the AI to go to specific places on the map. Example is here: portal.battlefield.com/experience/rules?playgroundId=0922d150-5a59-11ee-9ba9-3ca71bf7251a
Hi BF Dad: Been a while since we chatted. I hope you are doing well mate. I have a question. Well, maybe two. First is there a way to allow the person joining the server to choose which team they want to go to? Next, I have made a couple servers where the green guys are dominant over the red guys as far as all the settings where the green team and the red team can be separated for independent adjustment. But I could swear that it always makes the RU team the weak team. But what I wanted was the weak team to always be the red team regardless of RU or AM team. Does that make sense to you. I want it so a person can pick either the dominant team or the weak team as they choose. What do ya think?
Hi there, yep its been a long time! Sorry my replies are taking a bit longer at the moment...busy busy lol. Anyway, yes I understand and yes thats possible but the mechanism for letting the player do that is where there is a big question mark. You could only allow them to make the change when they are deployed and its easier if you give them the choice when they deploy as you would have to have a menu system and 'activating' the menu system while the game is playing introduces problems (although possible - for example you can have a menu open when you double tap interact but of course that means sometimes its opened accidentally). I would probably have an option appear each time they spawn in/deploy that simply says, tap interact twice to swap team. If they choose to swap team they will only swap when they redeploy so if they choose to swap team a follow up message would appear saying - you will change teams when you redeploy. I've knocked up an example for you...there are two version here: The one in the mod block is a double tap interact to change teams version - tap once then tap again within four seconds of deploying. The other version is tap interact once within four seconds of deploying to switch teams. You just need to replace all the code in the mod block with the other set to the right. You can customise the time for the menu using the toggletimer variable at the top of the mod - set to four seconds currently but you can make it longer or shorter. --> portal.battlefield.com/experience/rules?playgroundId=213ae9c0-74d1-11ee-a4d3-7ac2cd39db7e Switching Team Id's immediately undeploys the player.Don't know if this is helpful or what you were looking for but thought I'd chuck it out for you.
Hi Dad: Awesome reply. Much appreciate you taking the time to work-up the editor. Now suppose the choice of a team was only when the player first gets into the server. Once the player picks a team he is on that team until the end of that map. Would that be a bit simpler? Is there a way to copy and paste your editor so I can try it? Once again thanks Dad. You da man (-:
Hi there, had a bit of time tonight so added a couple of extra options. You can choose the one you want - just move all the relevant blocks into the mod (they are grouped as whole). Now added a set that will offer the option to swap just once at the start of the game and another set that will offer the option to anyone that deploys while the teams are not balanced. You can alter the difference needed at the top of that block - currently the difference needs to be more than 1 player. I havent fully tested this one but think it should be ok. So if a player deploys on a side that has two more players than the other side they will have the option to swap.
So as far as I can tell that isn't possible. I'd say never say never as it may be possible and I just haven't found the way. But the timer seems to be fixed and unalterable. I believe that health is set to negative in the down state and runs to negative 100 (never tested this but others have mentioned it). So I tried to just keep applying medkits/topping up health thinking maybe that would reset the timer. The medkits get applied but the timer continues. I also thought that maybe you could fudge it and revive the player and then instantly set them back to the downed state. Unfortunately the game will push players back to the deploy screen if they die quickly after a revive. I tried a few other things but all led to the same/similar results. None satisfactory. So on this occasion I would say I cannot find a way to do this, sadly.
Hi there, sorry it has taken so long to reply so you may have already moved on. I don't usually do this as I am already committed to my day job. If you still want something doing if you get in touch I can have a look and see how much is involved, but I am busy with my day job and several other projects at the moment sadly.
Dear mr @Battlefield Dad i need yoir help, I have made vehichle superiority and i want people to be able to spawn on captired objectives. How can i do it. Ive tried woth the rules editor.
So, the bad news is I don't believe you can. For some reason it looks like capture points have been totally disabled from deployment in ground superiority. Not entirely sure why tbh. Even if you enable them and enable deployment on the capture point through the editor it will still say deployment point lost. That being said, all is not lost...I'd suggest using custom conquest instead. You'll get more map choice and you can add a lot of vehicles through the vehicle modifier. You also won't need to go near the rules editor which will be an additional bonus in terms of XP. Of course if there is a reason you want ground superiority specifically then I think you will be stuck without capture point deployment (I can't find a way around that but never say never so maybe there is a way and I just haven't found it yet). But you can create a huge ground battle, fully customised, using custom conquest. Sorry I can't help more than that.
@@BattlefieldDad thanks for the detailed reply. The reason I can't use custom conquest (I'd like to) is because the map al-alamein is not available for it :/
As a total beginner I agree with start small and persevere. I initially thought I'd never touch the rules editor because it was too complicated but I started getting into it after watching some tutorials. Once you get a basic understanding of how blocks can go together you can just keep building on your knowledge.
Love your videos man, keep up the great work!
Thanks very much. Really appreciate that. Wish there was a bit more to talk about..I do have a lot of ideas floating in my head though so will keep doing them when I'm able to find time.
@@BattlefieldDad Hell yeah, looking forward to it.
Glad that you are still posting portal content. It’s a shame that the game lacks the player base to populate most portal games so perhaps another tip would be to make sure that a game is set to allow AI to fill the lobby completely if there are not enough real players and, if other real players join during a game the AI will get displaced. I recall there is a setting to pick certain AI for this to happen.
Thanks for dropping in. Still making content. Just not had the time lately due to extra commitments at work. I'm just going to try to get videos out when I can. I've still got a lot of stuff I want to do so I'll keep chucking them out when I have the time. Be good if there was more content and additions coming to Portal but I think we are slowly accepting that we probably won't see much more added to this iteration of Portal.
The setting you mention is under Modifiers-AI-AI Type. You select PVP for AI and it fills with AI that are slowly replaced with players as they join. Of course the downside is less XP but for some that's not a problem.
Wow....bf 2042 portal is a World of its one🙏🏾💯 love too learn more 🎉 crazy what you can Program at this point👍🏾
It really is amazing!
Hey man, I love these tutorials, they are amazing. Quick question, is it possible to set all of the weapons in one single era ? As in 2042, Bad Company 2 and BF3 weapons will be usable on BF1942 era. Is it possible with the Rules Editor ? Just wondering and you just got yourself a new subscriber
Hi there. Thank you for that, really appreciate the feedback. I'll keep doing them when I can find the time. As for your question, yes that is possible. Allowing players to SELECT a weapon is a little more difficult and requires an in game menu to be built. There are several choices of how to get the job done but if you just want to, for example, assign a particular weapon from another era, thats easy enough. There is a block in the rules editor called 'Replace Player Inventory'. If you use the 'onPlayerDeployed' event and use that block, the block has two spaces in it. In the first you put event player, in the second you use the 'selection list' - 'inventory primary weapons' and you can give any player from any era any weapon from any other era.
For a more advanced version you could store all the weapons in an array and select a random weapon for them each time they deploy.
Here is a very basic example of how that would work:
portal.battlefield.com/experience/rules?playgroundId=f9959080-5a56-11ee-9ba9-3ca71bf7251a
Hi Mate :) Sorry to bother you, but have really been enjoying your videos. I was wondering if there was any way to undeploy all players, or just players on a certain team, when all objectives have been captured for 3 minutes. I have been trying to do this in rules editor for about 2 weeks now and am just having no luck :( I'm not sure if you help viewers with their issues at all but if you could help me out here or just point me in the right direction that would be amazing!
Yes, that is possible and not too difficult (if you know what you are doing 😉). Leave it with me and I'll have a look...
@@BattlefieldDad thanks so much mate. I run a 2042 discord and am trying to get a Redacted map going with this aspect to prevent spawn traps and short games. Where can I contact you in the future about this?
Not tested but this is in the right direction. I don't have time to test for a little while so I will leave this here and you can have a look if you want.
portal.battlefield.com/experience/rules?playgroundId=1f219040-8001-11ee-b4f7-1fa32f14369a
Similar idea but a lot easier for when a team has their MCOM destroyed. Again not tested so it may not work but I will put it here and possibly have a look later in the week if I have a chance.
portal.battlefield.com/experience/rules?playgroundId=1554a8e0-7ffc-11ee-b4f7-1fa32f14369a
How do you do a map rotation in rules editor, I'd love a tutorial on this please, I've been wrecking my brain but can't figure it out.
Sorry for the late reply. If you mean map rotation using the standard settings its really just a case of adding the maps in 'Core - map rotation' click to add the maps and drag to change the order. You dont really deal with the map rotation through the editor. You can use the editor to work out which map is currently playing - which is useful if you have custom logic based on the map - but the map rotation is where you set the maps. You dont need to go near the rules editor to set up a basic mode with custom map rotation.
I dont know if this video is useful but this gives you the full intro to setting things up
th-cam.com/video/z7MZa8fnsng/w-d-xo.html
I really wish DICE would put more focus on Portal, there is so much potential and fun game modes. It's a shame that Portal is hidden by multiple menus and almost everything gets XP restricted
100% agree - its a shame it was and is not utilised more. Hopefully the idea of Portal will stick around for longer and we will see it get better support.
Hey Battlefield Dad, not really a gamemode but I am looking to create a portal experience in which I can capture some cinematic footage of big groups of bots.
I've noticed they are programmed to start moving to a friendly flag when it starts getting captured by an enemy, which gives me a nice cohesive group of bots to film.
Now I am wondering if it is possible to create some kind of menu where I can cycle through all the flags on the map, select the flag I want and switch the ownership of the flag. This would allow me to 'steer' the bots and simultaneously get the shots I want.
I've seen people make shop or buy menus using player inputs, I tried tying the player inputs to the objective blocks but could not get any flag to change ownership.
Do you know where I can learn the objective blocks? Thanks for all the tutorials.
Hi, cool idea!. Yes that is possible. Menu systems are always a bit clunky in game because you have to attach them to actions of the player. If all you want to do is cycle through active objectives though that isn't too difficult.
I have knocked up an example for you. All objectives start disabled. Press crouch to disable the current objective and move onto the next.
You could use MCOMS too if you wanted the AI to go to specific places on the map.
Example is here: portal.battlefield.com/experience/rules?playgroundId=0922d150-5a59-11ee-9ba9-3ca71bf7251a
@@BattlefieldDad Wow thanks! I'm gonna check it out right away! 😄😄😄
Hi BF Dad: Been a while since we chatted. I hope you are doing well mate. I have a question. Well, maybe two. First is there a way to allow the person joining the server to choose which team they want to go to? Next, I have made a couple servers where the green guys are dominant over the red guys as far as all the settings where the green team and the red team can be separated for independent adjustment. But I could swear that it always makes the RU team the weak team. But what I wanted was the weak team to always be the red team regardless of RU or AM team. Does that make sense to you. I want it so a person can pick either the dominant team or the weak team as they choose. What do ya think?
Hi there, yep its been a long time! Sorry my replies are taking a bit longer at the moment...busy busy lol. Anyway, yes I understand and yes thats possible but the mechanism for letting the player do that is where there is a big question mark. You could only allow them to make the change when they are deployed and its easier if you give them the choice when they deploy as you would have to have a menu system and 'activating' the menu system while the game is playing introduces problems (although possible - for example you can have a menu open when you double tap interact but of course that means sometimes its opened accidentally). I would probably have an option appear each time they spawn in/deploy that simply says, tap interact twice to swap team. If they choose to swap team they will only swap when they redeploy so if they choose to swap team a follow up message would appear saying - you will change teams when you redeploy.
I've knocked up an example for you...there are two version here:
The one in the mod block is a double tap interact to change teams version - tap once then tap again within four seconds of deploying.
The other version is tap interact once within four seconds of deploying to switch teams.
You just need to replace all the code in the mod block with the other set to the right.
You can customise the time for the menu using the toggletimer variable at the top of the mod - set to four seconds currently but you can make it longer or shorter.
--> portal.battlefield.com/experience/rules?playgroundId=213ae9c0-74d1-11ee-a4d3-7ac2cd39db7e
Switching Team Id's immediately undeploys the player.Don't know if this is helpful or what you were looking for but thought I'd chuck it out for you.
Hi Dad: Awesome reply. Much appreciate you taking the time to work-up the editor. Now suppose the choice of a team was only when the player first gets into the server. Once the player picks a team he is on that team until the end of that map. Would that be a bit simpler? Is there a way to copy and paste your editor so I can try it? Once again thanks Dad. You da man (-:
Me again Dad. I think I figured out out to duplicate your editor. Thanks
If you want it only on the first deploy then that's not too difficult to add...
Hi there, had a bit of time tonight so added a couple of extra options. You can choose the one you want - just move all the relevant blocks into the mod (they are grouped as whole). Now added a set that will offer the option to swap just once at the start of the game and another set that will offer the option to anyone that deploys while the teams are not balanced. You can alter the difference needed at the top of that block - currently the difference needs to be more than 1 player. I havent fully tested this one but think it should be ok. So if a player deploys on a side that has two more players than the other side they will have the option to swap.
Is there anyway to completely change the death/respawn mechanic. I want players to not respawn - just stay in the down state.
So as far as I can tell that isn't possible. I'd say never say never as it may be possible and I just haven't found the way. But the timer seems to be fixed and unalterable. I believe that health is set to negative in the down state and runs to negative 100 (never tested this but others have mentioned it). So I tried to just keep applying medkits/topping up health thinking maybe that would reset the timer. The medkits get applied but the timer continues. I also thought that maybe you could fudge it and revive the player and then instantly set them back to the downed state. Unfortunately the game will push players back to the deploy screen if they die quickly after a revive. I tried a few other things but all led to the same/similar results. None satisfactory. So on this occasion I would say I cannot find a way to do this, sadly.
@@BattlefieldDad Wow, thanks for trying mate.
Hi. Is it possible to hire you to help me build one of these under a specific set of criteria? Thanks in advance.
Hi there, sorry it has taken so long to reply so you may have already moved on. I don't usually do this as I am already committed to my day job. If you still want something doing if you get in touch I can have a look and see how much is involved, but I am busy with my day job and several other projects at the moment sadly.
Dear mr @Battlefield Dad i need yoir help,
I have made vehichle superiority and i want people to be able to spawn on captired objectives. How can i do it. Ive tried woth the rules editor.
So, the bad news is I don't believe you can. For some reason it looks like capture points have been totally disabled from deployment in ground superiority. Not entirely sure why tbh. Even if you enable them and enable deployment on the capture point through the editor it will still say deployment point lost. That being said, all is not lost...I'd suggest using custom conquest instead. You'll get more map choice and you can add a lot of vehicles through the vehicle modifier. You also won't need to go near the rules editor which will be an additional bonus in terms of XP. Of course if there is a reason you want ground superiority specifically then I think you will be stuck without capture point deployment (I can't find a way around that but never say never so maybe there is a way and I just haven't found it yet). But you can create a huge ground battle, fully customised, using custom conquest. Sorry I can't help more than that.
@@BattlefieldDad thanks for the detailed reply. The reason I can't use custom conquest (I'd like to) is because the map al-alamein is not available for it :/