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Battlefield Modding Tutorials BFMODS • View topic - APC's and planes with movable attached spawn point. ssm

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Nov 08, 2007 7:13 pm 
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If you have multiple tunnel spawns on a map they all have seperate spawn points. This is not the case for any other spawn object (USmobilespawn, Mi8 Cargo, and Tango).

So the question is, what distinguishes the NVA tunnel spawn (o_ditch) from other spawn objects?

If we can figure this out then we should be able to have multiple spawn vehicles on a map that all have their own unique spawn points.

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PostPosted: Thu Nov 08, 2007 11:11 pm 
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PostPosted: Fri Nov 09, 2007 12:03 am 
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PostPosted: Fri Nov 09, 2007 12:27 am 
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i know what klepto meens i was just saying funny word kleptoron :lol:


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PostPosted: Fri Nov 09, 2007 7:44 am 
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PostPosted: Fri Nov 09, 2007 3:14 pm 
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PostPosted: Fri Nov 09, 2007 3:35 pm 
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Trick isn't in box, it's in ObjectSpawnTemplate.con.
Give them one SpawnTemplate each.
Voila, there you have three new spawners to select from. ;-)

When you use same spawner, ditch is only one that shows up as several. :shock: :? :lol:

Dunno if it has something to do with ditch being a projectile aswell.

Maby it's time to take a closer look at it! :roll:

Ever tryed to spawn SpawnBoxes with mortar kit? :twisted:

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PostPosted: Fri Nov 09, 2007 4:19 pm 
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Then in theory we can add new SpawnTemplates for Tango's, Mi8 Cargo's, or whatever new spawn vehicle we'd want, right?

No I haven't tried creating a spawn box as a projectile... although I have considered creating an air-dropped USmobilespawn. The basic idea is to make it a projectile similar to how the mortar kit works... have it spawn a certain distance away and up in the air... and attach a parachute so it looks like it's actually being air-dropped. I've witnessed Losnar attach parachutes to things in this way, I just forget whether or not the 'chute actually disappeared once the object stopped moving?

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