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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: Mon Nov 12, 2007 7:25 am 
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It stays. :cry:

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PostPosted: Mon Nov 12, 2007 10:54 pm 
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I suppose giving it armor and a TTL is right out :oops:

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PostPosted: Tue Nov 13, 2007 3:22 am 
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I'm actually trying to do this for FH (mobile APC spawns) but I'm having a little trouble understanding what to do and how to covert it in terms of FH.

So could someone be so kind as to give a dumbies guide for this? Im a little new to SSMing but I think I got the basics understood.

A few questions too:
What does the "CRD_NONE/60/0/0" do / mean?
In this "ObjectTemplate.timeToLive CRD_NONE/60/0/0"

Also in the first post its says change in the objects.con is that right? should it be the objects.rfa?
What if the map Im editing doesn't have an objects.con?

And could someone post a file of the changes so I could compare it to how to do it in FH?
Anyone know what objects I could use in FH to do this?
Thanks for the help :)


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PostPosted: Tue Nov 13, 2007 7:21 am 
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PostPosted: Tue Nov 13, 2007 7:59 am 
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PostPosted: Tue Nov 13, 2007 10:07 am 
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PostPosted: Tue Nov 13, 2007 1:16 pm 
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True in that map-based feels cleaner, but removetemplate is not fun to use at all. I myself usually pick a random never-used ship or something with spawns to use, and take that out of all of my maps. There are plenty of useless objects. For example, one of the Fletcher's in DC, without the missile.


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PostPosted: Tue Nov 13, 2007 3:24 pm 
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Anybody tryed to do it my way in BF1942?
I don't spawn vehicle at all on map, just a spawner from it.
If not, try and see if it works.

And if you spawn two ships of same type, use two spawners and you have possibility to select witch one to spawn on.
Works super in BFV in any case, hope it will work in BF1942.

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