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Battlefield Modding Tutorials BFMODS • View topic - ParaTrooperSpawnerObject: changing the team

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Jul 15, 2009 12:03 pm 
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really? that's really weird.

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PostPosted: Wed Jul 15, 2009 6:42 pm 
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That's the problem we once had discussed in the ghost airplane thread. Ghost planes (empty PCOs...) that cross the OOB line die instantly, no delay there.Same when spawning them in OOB, they explode the very moment they appear. I see no reason why this behaviour shouldn't apply for other PCOs too.

I'd suggest moving a vehicle say 0/100000/0 (or wherever your OOB starts) in the air and let it be "held". Nobody is gonna see it, plus it makes it more easy to calculate the coordinates where you want your spawner.

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PostPosted: Wed Jul 15, 2009 6:58 pm 
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I tried changing the team's number to 0 but that didn't work so I put it to 1 instead (axis team), and it worked. Hopefully, in the objects.rfa of XPack2, there is an object called Paratrooperspawner that works only for the Allies, so I used that one for the Allies.


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PostPosted: Wed Jul 15, 2009 7:27 pm 
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I'm actually not sure what you mean with paratropperspawner"object"? There is no Paratrooperspawner object in XPack2 object.rfa

Paratrooperspawns are just regular spawnpoints...moved up in the air and having "ObjectTemplate.setSpawnAsParaTroper 1" added to them

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PostPosted: Wed Jul 15, 2009 8:10 pm 
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Yes there is, it's a PCO called "Paratrooperspawner" in XPack2 objects.rfa in Air > Vehicles, and it only works for Allies. The name "ParaTrooperSpawnerObject" refers to the object found in the Liberation of Caen map.


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PostPosted: Wed Jul 15, 2009 8:16 pm 
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Would you happen to be referring to a part of the C-47 in Xpack2?

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PostPosted: Wed Jul 15, 2009 10:09 pm 
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No idea.


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PostPosted: Thu Jul 16, 2009 2:11 am 
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