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Battlefield Modding Tutorials BFMODS • View topic - Spawn From Another Soldier?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 41 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
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PostPosted: Tue Jan 20, 2009 11:12 pm 
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PostPosted: Wed Jan 21, 2009 2:22 am 
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Well, see, I know this works if you only use 1 or 2 kits. My problem is, I want every kit per side to have a spawn, this was from a BFV thread about making a "Mass Army Mod". Evidently, that many potential spawn points on a map cause very, very strange things to happen.

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PostPosted: Fri Jan 23, 2009 4:03 pm 
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PostPosted: Sun Jan 25, 2009 1:47 pm 
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PostPosted: Sun Jan 25, 2009 4:58 pm 
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i dont think anyone has solved the "timetoremainonground" on kits so far. but there is a code somewhere in this forum that makes the kit "ungrabable" after the soldier dies.


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PostPosted: Sun Jan 25, 2009 5:25 pm 
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What about adding several different spawns all with the same spawnground?


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PostPosted: Sun Jan 25, 2009 6:54 pm 
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Sorry but that wouldnt work since my officer kit is selectable from the spawnmenu. So even if noone could grab the empty kit, the spawnpoint in it would still be active. That way a new officer can respawn there everytime so the spawnpoint is refreshed indefinitely.

I need the kit to go away


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PostPosted: Mon Jan 26, 2009 6:31 pm 
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TimeToLive is for non dead stuff. Like how long tanks last while moved from their spawn points. I wasn't sure if the kit was "dead" or not, so I recommended trying both the timetolive and the timetoliveafterdeath setting.

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