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Battlefield Modding Tutorials BFMODS • View topic - DC Berlin Conquest problem...

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun Oct 19, 2008 6:02 pm 
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Joined: Mon Oct 25, 2004 12:00 am
Posts: 576
Location: 10 Missed Meals From Total Barbarism
What Spidertard means is make an 001.rfa one higher than your DC mod in bf1942
containing just the conquest.con and edit that.


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PostPosted: Mon Oct 20, 2008 7:30 am 
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Joined: Wed Oct 15, 2008 4:07 am
Posts: 157
Okay, took the advice, worked like a charm.
Had to adjust some previous settings I had, it seems there is no US_SpecOps2.
Gonna have to put an MP5 crate instead...

Alright, I'll break down what I did.

Essentially, I followed the TDM concept, making the southwest flag uncapturable, and the two flags to the east blank at game start.

Only problem is that the Opp spawn map still indicates spawn points at both outposts regardless.
They don't work, just says spawn point lost, but how can I get rid of the spawn indicators when the flags aren't red?


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PostPosted: Tue Oct 21, 2008 7:59 am 
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Joined: Wed Oct 15, 2008 4:07 am
Posts: 157
Anyone? :neutral:


~Lev


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PostPosted: Tue Oct 21, 2008 11:40 am 
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Joined: Mon Oct 25, 2004 12:00 am
Posts: 576
Location: 10 Missed Meals From Total Barbarism
don't think you can see control point template changes on spawn screen
only way to know if base is owned or not is by what team spawn's there


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PostPosted: Tue Oct 21, 2008 1:47 pm 
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Joined: Wed Oct 15, 2008 4:07 am
Posts: 157
Well, the appropriate team spawns according to the matching flag.
I'm just saying that it shows a spawn option for Red even when they can't spawn there. :p


~Lev


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PostPosted: Tue Oct 21, 2008 8:10 pm 
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Joined: Sun Dec 31, 2006 12:13 am
Posts: 2027
This happened to me when I was modding liberation of caen awhile back.

The little green one told me to check out spawnPointManagerSettings.con, I believe. You need to set team 1 to team 0 (or 2), and might have to change this in controlpointtemplates.con as well. Change those two and the spawn indicator will go away!


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PostPosted: Wed Oct 22, 2008 12:06 pm 
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Joined: Wed Oct 15, 2008 4:07 am
Posts: 157
I already made the proper adjustments in the ControlPointTemplate.con
Looks like I'm gonna have to hunt the original file for the spawnPointManagerSettings.con
I hope that works.
Thanks. ^_^


~Lev


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PostPosted: Wed Oct 22, 2008 1:06 pm 
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Joined: Wed Oct 15, 2008 4:07 am
Posts: 157
Okay, here's what's up.

The original spawnPointManagerSettings.con reads as:

spawnPointManager.group 1
spawnPointManager.groupTeam 1
spawnPointManager.groupIcon test1.tga
rem spawnPointManager.groupStatus 0

spawnPointManager.group 2
spawnPointManager.groupTeam 2
spawnPointManager.groupIcon test1.tga
rem spawnPointManager.groupStatus 0

spawnPointManager.group 3
spawnPointManager.groupTeam 1
spawnPointManager.groupIcon test2.tga
rem spawnPointManager.groupStatus 0

spawnPointManager.group 4
spawnPointManager.groupTeam 1
spawnPointManager.groupIcon test1.tga
rem spawnPointManager.groupStatus 0


That coding leaves 2 spawn indicators as mentioned before.
I changed the coding to:

spawnPointManager.group 1
spawnPointManager.groupTeam 1
spawnPointManager.groupIcon test1.tga
rem spawnPointManager.groupStatus 0

spawnPointManager.group 2
spawnPointManager.groupTeam 2
spawnPointManager.groupIcon test1.tga
rem spawnPointManager.groupStatus 0

spawnPointManager.group 3
spawnPointManager.groupTeam 0
spawnPointManager.groupIcon test2.tga
rem spawnPointManager.groupStatus 0

spawnPointManager.group 4
spawnPointManager.groupTeam 0
spawnPointManager.groupIcon test1.tga
rem spawnPointManager.groupStatus 0


This fixed only 1 of the spawn indicators, the northern one.
Any ideas? O_o


~Lev


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