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Battlefield Modding Tutorials BFMODS • View topic - Brilliant Minds needed for a Brilliant Idea...!

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Aug 27, 2009 8:02 pm 
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well you could spawn vehicles or soldiers in "random" places by adding their spawner to a rotational bundle. The problem with this is even if you added a flag to a rotational bundle, it would always spawn in the same spot at the beginning of the round...its gotta 'start' spinning around at some point..


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PostPosted: Thu Aug 27, 2009 8:19 pm 
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true but that may be the best solution

But how would it rotate? a flag is stationary it wouldn't move until it had been destroyed and spawned back no? and as far as I know you can kill a flag (ive tried) :() which brings us back to the original problem


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PostPosted: Thu Aug 27, 2009 8:22 pm 
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Well what I'm saying is you could attach it to the rotational bundle, but the bundle has to 'start' turning somewhere. Lets say 12 o'clock. If it was a vehicle that could be destroyed or driven away, etc, it would spawn "randomly"...but since it can ONLY spawn at the beginning of the round, the flag will spawn at the 12 o'clock position every time...aka, not random. :neutral:


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PostPosted: Thu Aug 27, 2009 8:32 pm 
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What if you add alternate absolutepositions to the CP's??


And some how, the map would be told how to place them?


also the CP's will be underground (not in a tunnel)
so you wouldn't see the flag.

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PostPosted: Thu Aug 27, 2009 10:11 pm 
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OK, I just tried two things.

1) Created a rotational bundle for each flag (3 total). I then spawned the rotational bundles, which had an object spawner attached to them..which spawned the CPs. That resulted in an epic CTD.

2) Kept the same idea from above, but just added the CPs directly to the rotational bundles (just to see if it would take). It worked. BUT..like I said in my earlier post, when the map starts, the rotational bundles start at zero (or 12 o'clock position, w/e u wanna call it).

So now what?


EDIT: If anyone wants to try/see the map, here it is:
http://www.filefront.com/14411989/testingCps.zip
EDIT EDIT: filefront link now, working.

Just unzip to levels folder.


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PostPosted: Thu Aug 27, 2009 11:11 pm 
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Hey guys who know about emitters! Could anything be done with these?


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PostPosted: Thu Aug 27, 2009 11:24 pm 
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PostPosted: Fri Aug 28, 2009 12:02 am 
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:shock:

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