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Battlefield Modding Tutorials BFMODS • View topic - adding MORE spawn points

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject:
PostPosted: Mon Apr 11, 2005 12:42 am 
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Joined: Wed Oct 13, 2004 12:00 am
Posts: 298
Well, I found out that the code...

ObjectTemplate.setGroup

Is not SSM'able. Its has zero effect on the Client end.
As part of the test I then added the file to the client side folder and the
new group spawns worked.
This confirmed that the code was valid and not transfered into the client
environment as SSM.

I am trying to add borrowed spawns to a cap'able Control point and have
it appear as a standard ControlPoint spawn.

What I did was to change each soldier spawn group from the carriers to
the groups defined in the maps CPT's. It yeilded no results on the client
untill the client owned the patch. As a full DL'able patch it works perfect.
But that defeats the purpose of SSM'ing.

The question now is how to get an Object to destruct once the flag is
owned by the opposing team, thus removing the first teams spawners.


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 Post subject:
PostPosted: Mon Apr 11, 2005 1:22 pm 
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Joined: Fri Sep 17, 2004 12:00 am
Posts: 986
Location: 1.80m above the ground
Well ,the way they did something in median ridge isd (well i think it is) by spawning a 2nd object by opposing team that will destroy the original one. For instance, an DB, but one that onl destroys that particular vehicle, and only on that particular space. But i wonder if you can remove that db so other team can retake the spawnpoint

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 Post subject:
PostPosted: Mon Apr 11, 2005 8:01 pm 
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Joined: Wed Jan 12, 2005 12:00 am
Posts: 63
you could just spawn 30 or so nukes that would fall on the carrier when the other team caps the base


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PostPosted: Mon Apr 11, 2005 8:47 pm 
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Joined: Fri Sep 17, 2004 12:00 am
Posts: 986
Location: 1.80m above the ground
Yeah but can you spawn weapons? Like the SCUD?

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 Post subject:
PostPosted: Tue Apr 12, 2005 6:09 am 
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Joined: Wed Oct 13, 2004 12:00 am
Posts: 298
Yea, thats exactly what I am looking at too Harry.

I see two experiments to try.

Since effects changes do not transfer to clients, will an effect be able to
cause the spawns to "disappear" once the flag is lost?

The other is what I am going to have to do. Spawn a second object that
destroys the vehicle for the opponents team.

I will post the code once the second is finished.

The second will cause more server lag than the first so I still would like to
find out if a effect can "hold" a borrowed spawn on a team basis. Once
the flag changes, the effect changes to the other team.
I am still looking through the RFA's to see if I can find any example of
what I want it to do.


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