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Battlefield Modding Tutorials BFMODS • View topic - Triggers

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Triggers
PostPosted: Sun Feb 10, 2008 9:07 pm 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
If custom map, you can use at_spawner(bfv).
When One vehicle dies, 50 sec later at_spawner connected to that vehicle will die.

In BF1942 it's not "at_" that's they key.
But it's something simular.
Look for a spawner with a _ in, then you know what to do.

A destructable house could be built this way.
Build one house and split it to 5 or 6 parts.
Make them vehicles you can spawn.
Ground of house is mother to all other at_spawners.
You will have;
Groundspawner
at_housepart01
at_housepart02
at_housepart03
at_housepart04
at_housepart05

at_housepart05 spawns on at_housepart04
at_housepart04 spawns on at_housepart03
at_housepart03 spawns on at_housepart02
at_housepart02 spawns on at_housepart01
at_housepart01 spawns on Groundspawner
Or every at_spawner is connected to Groundspawner.
Depending how house is split up.

If at_housepart01 is destroyed every spawner connected to it will vanish after a while.

Make sure all parts are connected to Groundspawner, will look strange if one piece is hanging in air for 50 sec. :shock:
I'm not good at 3D so I can't do this myself, but if someone could make this, we will have a killer cool house or 2 to play with.

Just an idea.

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 Post subject: Re: Triggers
PostPosted: Sun Feb 10, 2008 9:14 pm 
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Joined: Mon Oct 09, 2006 12:51 pm
Posts: 782
yea but :[ who wants to model the 6 parts


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 Post subject: Re: Triggers
PostPosted: Sun Feb 10, 2008 9:17 pm 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
Some people like to do houses in 3D.

Some like to do SSM.

Others can't, but want. :(

Hey, I just gave you a bone!
It's up to you if you wanna eat it. ;-)

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