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Battlefield Modding Tutorials BFMODS :: View topic - Adding Static Objects.
Battlefield Modding Tutorials BFMODS
https://battlefieldmodding.com/ssm/phpBB3/

Adding Static Objects.
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=4&t=2384
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Author:  Archimonde0_0 [ Sun Nov 12, 2006 4:54 pm ]
Post subject: 

i have....it works i believe I cant host a server but we can certaintly test it

Author:  Urglub [ Sun Nov 12, 2006 6:01 pm ]
Post subject: 

You can only see object on server, not on clients.
And you work in a very complicated way.
This stuff is easy to do, takes only a few minutes.
Extract files needed pack them as map_005.rfa
Open map_005.rfa with winrfa*, open level map.rfa in battlecraft.
Place an object using BC42 and type the same line into winrfa's static_objects.con=it's there.
But objets in static_objects.con you can never see on a client except if you have same static_objects.con on client, and this makes it NOT a SSM fix.

Exampel;
Copy this file into your level folder and play it localy.
Yes, you will see extra added objects.
Remove file and start an internet server on a differant computer with this file installed.
Now you will NOT see the objects added.

You can always edit org map direcly in editor. But then you have to include patch files in that rfa to make it work.
First extract map.rfa
then extract map_000.rfa in same directory
then extract map_003.rfa in same directory
Now you have latest version of all files in same folder.
Now pack them as map.rfa.
Remove all map_00X.rfa files.
Everything you do now in editor will work due to you have no _00X files on server.
This is not a good way to work, but it's fast.

* Use what ever rfa explorer you like, but winrfa is the most stable one.

Author:  Why Two Kay [ Sun Nov 12, 2006 7:13 pm ]
Post subject: 


Author:  Archimonde0_0 [ Sun Nov 12, 2006 7:27 pm ]
Post subject: 

Image

Author:  Bigboom [ Tue Nov 14, 2006 6:03 pm ]
Post subject: 


Author:  Why Two Kay [ Tue Nov 14, 2006 11:10 pm ]
Post subject: 


Author:  VOLTANO [ Tue Jan 16, 2007 9:32 am ]
Post subject: 

Have any of you modders been able to add a static object to a map server sided and the clients were able to see it ?

:idea: Would the following code idea help ? :?:

In the Conquest, CTF or TDM folder. . .

ObjectSpawns.con

rem *** extra hanger ssm ***
Object.create hangerSpawner
Object.absolutePosition 612/39.8/1478
Object.rotation 90/0/0
Object.setTeam 3
ObjectTemplate.HoldObject 1


-----------------------------------------------

ObjectSpawnTemplate.con

rem *** extra hanger ssm ***
ObjectTemplate.create ObjectSpawner hangerSpawner
ObjectTemplate.setObjectTemplate 3 hangar1_m1
ObjectTemplate.MinSpawnDelay 0
ObjectTemplate.MaxSpawnDelay 0
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 9999
ObjectTemplate.Distance 9999
ObjectTemplate.DamageWhenLost 0


-----------------------------------------------

In the map folder. . .

Init.con

run objects/objects

-----------------------------------------------

In the Objects folder. . .

Objects.con

run Hangar/Hangar

-----------------------------------------------

hanger.con

run objects
run geometries


------------------------------------------------

Geometries.con

GeometryTemplate.create StandardMesh hangar1_m1
GeometryTemplate.file hangar1_m1
GeometryTemplate.setLodDistance 0 0
GeometryTemplate.setLodDistance 1 15
GeometryTemplate.setLodDistance 2 35
GeometryTemplate.setLodDistance 3 60
GeometryTemplate.setLodDistance 4 100
GeometryTemplate.setLodDistance 5 300


-------------------------------------------------

Objects.con

ObjectTemplate.create Bundle hangar_m1
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.hasCollisionPhysics 1

ObjectTemplate.addTemplate lodhangar

LodSelectorTemplate.create DistanceSelector hangarSelector
LodSelectorTemplate.addLodDistance 100
ObjectTemplate.create LodObject lodhangar
ObjectTemplate.lodselector hangarSelector

ObjectTemplate.create SimpleObject hangarExterior
ObjectTemplate.geometry hangar1_m1


*NOTE*
Notice how we are NOT including the interrior parts or the repair aspects of this object.

We are simply creating a "simple" object so as NOT to instruct the client files to render and add object properties to the spawned object such as additional inside objects or repair characteristics, simply just spawn this object and render it as instructed in the above parameters.


:arrow: Editing a map's "StaticObjects.con" for the server file will NOT render the object for the client, it will only place it in the map but it will be invisable to the clients. ( not really a fair thing to do ) lol :lol:


:arrow: The above codes are just my idea on how one would add static objects to a map server sided.
I learned a lot of mapping techniques from reading this informative website / forum and I hope my "code idea" points you in the right direction. 8-)

I am going to test this code on my server and let you know how it turns out. :wink:

Author:  Why Two Kay [ Tue Jan 16, 2007 11:06 pm ]
Post subject: 

I'm almost certain that it will not, since the client still is not knowing of its existence. Trying to get it to load the files by running the directory will not help either, as you can not add something that is already there [ammobox, etc].

This is the #1 thing that people want to figure out, and would make it a whole lot more fun if we could make it work.

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