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Battlefield Modding Tutorials BFMODS • View topic - Need Help [Spawn planes]

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 7 posts ] 
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 Post subject: Need Help [Spawn planes]
PostPosted: Sun Jan 20, 2008 10:48 pm 
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Joined: Sun Jan 20, 2008 6:55 pm
Posts: 4
Im adding the line

Object.create FighterSpawner
Object.absolutePosition 1193.37/42.25/767.48
Object.rotation 155.00/-14.0368/0.837204
Object.setTeam 1

to ObjectSpawns.con

in Market Garden, to spawn a Bf109 for Axis.

Im doing everything right, Ive tested others changes and they are working, but this one is not.

Is it something wrong with the absolute position?


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PostPosted: Sun Jan 20, 2008 11:10 pm 
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Posts: 317
Location: in ur dreams, etin ur soul
Ok, in the objectSpawnTemplates.con, in the fighterspawner, is the team2 set to bf109? for axis, so that axis has bf109's or is only the team1 set? This makes a diffrence, cause if the team 2 on the vehicle spawn is'nt set to bf109 then it won't work

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PostPosted: Sun Jan 20, 2008 11:14 pm 
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Posts: 4
Actually bf109 is set for Team 1, and mustang for team 2


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PostPosted: Mon Jan 21, 2008 12:20 am 
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Posts: 2027
I think I know why.

Did you make your own patchfile, or did you add it directly to Market_Garden.rfa?


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PostPosted: Mon Mar 24, 2008 12:03 am 
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Joined: Sun Mar 23, 2008 11:27 pm
Posts: 22
i have the same probleme :S

i put the same code in my ObjectSpawns.con file (Market_Garden_007.rfa), but it dont work :(

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PostPosted: Mon Mar 24, 2008 1:32 am 
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market garden, coop, cq, ctf, tdm? in coop market has problems, and TEAM 1 is the RED team, TEAM 2 is the BLUE team, ;-)

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PostPosted: Mon Mar 24, 2008 1:56 am 
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