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Battlefield Modding Tutorials BFMODS • View topic - Help in a few areas please

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun May 17, 2009 10:59 am 
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Location: Philthadelphia Pa, US OF FARGIN A
1- creating soldier spawns, including parachute spawns
2- Placing Kit Packs in huts
3- Swapping vehicles/planes for ones offered in the .rfa

1 condition to all requests above,
They must be server side mods, no dls for my patrons.
I have made 1 map with your help already and it really kicks @$$
I was thankful enough to donate a few of my disability $$s ;-)
I appreciate all helpfulness.
Thanks :)
Malestrom

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PostPosted: Sun May 17, 2009 5:06 pm 
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1. This is probably the most complicated of the three, but to place/make new soldier spawns you basically do this: You spawn an unused ship or carrier vehicle, and place it somewhere very far away from the actual battle zone of the map. So, in the corner in A1 or something, 1000 meters in the air. Then, you move the spawnpoints that usually spawn you on the ship, to a different location. This moves the icon on the spawn screen and the players won't even realize that this ship is involved in any way. They will just see a new magical spawnpoint that spawns them in where they selected. The tutorial for this is , but that is geared mainly for Desert Combat. The same principle holds for a regular BF1942 game, but you have to use different vehicles. The concept is still the same. I believe there may be a few topics around here that explain it for BF1942.

2. When spawning a "kit" or "pack" you spawn it just like another vehicle. The easiest way to do this is to look at ObjectSpawnTemplates.con, and find a template that is unused. Then, change that vehicle name (say, BF109) to the kit pack name (say, US_Medic). Now, in ObjectSpawns.con, add a spawner (look @ other ones to get a good idea of the syntax) and simply use that Template name. This is the same thing as replacing a vehicle with a different one, except that vehicle is actually going to be a kit/pack now.

3. As above in #2, to replace a vehicle you just change it in the Templates. should help you out.


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PostPosted: Sun May 17, 2009 7:15 pm 
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Location: Philthadelphia Pa, US OF FARGIN A
Thanks man
Im assuming in question 1 youre using battlecraft?
Im using only winrfa.
When replacing vehicles in #3 I understood that much
What im wondering is say in market garden im only offered b-17s as the bombers
Id like a ju88 instead for the axis
Would it allow me to do that just by typing in JU88?
Or have I left the realm of ssm for the dark side? ;-)
I want to avoid downloading.

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PostPosted: Sun May 17, 2009 7:28 pm 
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The JU88 (thanks to EA/Dice's Stupidity) only spawns on Battle of Britain, because they created it in that map's .rfa file. If you put "Ju88a" on any map's objectspawntemplates.con (usually abbreviated OST.con) simply nothing will be there. This holds true for Liberation of Caen's Pak40 AT Gun. Many have tried various ways to spawn both on other maps, it just can't be done SSM.

When I ran my server, on market garden I simply gave the axis two Stukas for lack of the Ju88, and the map was very balanced.

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PostPosted: Sun May 17, 2009 8:19 pm 
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I like the idea of 2 stukas, that solves a few problems like spawn locations for the planes and getting to them.
Can I create a template for a vehicle and have it spawn players?
I havent figured out the right code in winrfa for player spawn points yet.
I thought I had till the server crashed :razz:

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PostPosted: Sun May 17, 2009 8:25 pm 
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PostPosted: Sun May 17, 2009 8:29 pm 
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Is this doable in winrfa?

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PostPosted: Sun May 17, 2009 8:36 pm 
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Yes, basically you can't create a new Spawn Template in the objectspawntemplates.con file. You have to modify a current one. Now, a lot of these maps seem to have a few extra ones that are not used. For example, sometimes there is both a Willyspawner and a ScoutcarSpawner which will spawn the Willy/Kubelwagon. However, only one is ever used. So, you change the other one's objects (but not the name) and then spawn it.

And yes, all of this is done in WinRFA. None of it (including #1) is done in Battlecraft. You can use it to get positions, but you still have to edit the code using WinRFA.


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