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Battlefield Modding Tutorials BFMODS • View topic - Towers and extra spawned objects

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Aug 14, 2008 8:05 pm 
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Posts: 256
I was tinkering around in Flaming Dart trying to see what other things towers can do and i learned to use the addtemplate spawner command to add additional vehicles into the map. It appears that this only works if I added a towerspawner (from objects.rfa) to a mapside object.

So what I did was active the quad50 (mapside spawner) and added the tower spawner to it with coordinates and there you have another vehcile. It does lag the more vehicles added.

Now I know not all maps with towers use the flaming dart US and NVA towers from Objects.rfa, infact only Flaming Dart uses that code. I dont know why it works for towerspawners and not ordinary mapside spawners or non tower spawners. If anyone knows please let me know.

Then i figured that maybe i could use some of these remmed out spawners and so in my patch file I deleted the beginrem endrems around those spawners in OST and then went into Objectspawns.com to unrem the coordinates and there you have it, another spawner.

A little off topic now: if I want to add US airfield towers SS to maps do I need to use an existing spawner in the map to spawn the tower? If I wanted to spawn a Flaming Dart tower can i rechange the coordinates mapside for say Hastings if i added it to Hastings, and still leave all coordiantes the same for the Flaming Dart map?


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PostPosted: Fri Aug 15, 2008 9:58 am 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
Search still works and everything has be done already
OFD towers working on any map :
viewtopic.php?f=23&t=3791

I used bob his method to create a reversed Flaming Dart, still working on it, but I'll show you soon ;)


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PostPosted: Fri Aug 15, 2008 3:13 pm 
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