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Battlefield Modding Tutorials BFMODS • View topic - Moving Ctf flag!!

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Tue May 24, 2005 5:55 pm 
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Posts: 546
rem'ing out the lines that match your ctf.con flags will get rid of the double flags.

#### controlpoints.con ####

rem *** alliedbase ***
rem Object.create alliedbase
rem Object.absolutePosition 1010.64/71.79/988.96

rem *** axisbase ***
rem Object.create axisbase
rem Object.absolutePosition 1141.55/72.82/960.92

You may also need to rem out these lines for axis & allied base in controlpointtemplates.con and set their team to 1 and 2.

rem ObjectTemplate.setTeamGeometry 1 flagge_m1
rem ObjectTemplate.setTeamGeometry 2 flagus_m1


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PostPosted: Tue May 24, 2005 8:05 pm 
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If your remming out the coordinates set in the Controlpoints.con, then what would be the point of putting them there in the first place. And if that IS the case. Then this guys information, is incorrect. Matching the coords from CTF to Control does not correct the problem.

You will either:

A) end up with invisible flag poles or..
B) Get double flags.


Anyone know of a way to create visable flag poles w/ the flag, for a CTF SSM ?

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PostPosted: Tue May 24, 2005 9:35 pm 
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Location: 1.80m above the ground
No, the only object you can visibly spawn are PCO's and kits afaik. FlagPole's dont go, since they're standartmeshes. There was the idea of using the poles fro mthe browning, but i doubt if its possible, since you need to break the browning pretty hard for it.
You could try to spawn a wreck of a vehicle, and letplayers climb on top of it. It gives a special atmosphere too ;)

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PostPosted: Fri May 27, 2005 6:21 am 
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I thought you meant double flags on the minimap.

LOL

Double flags on the pole is something I live with.
Try and lower the CP flag underground. Maybe that will help.
Don't know if it is SSM transfered but you can try it.


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