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Battlefield Modding Tutorials BFMODS • View topic - Connecting Spawns to CP's

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Tue Mar 13, 2007 3:49 pm 
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PostPosted: Tue Mar 13, 2007 4:27 pm 
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PostPosted: Tue Mar 13, 2007 6:34 pm 
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PostPosted: Tue Mar 13, 2007 10:32 pm 
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Ok.....
This is a [Box]...
Think around it?
You painted yourself in a corner here.
Basicly you want to ad two new spawnpoints, yes?
And I have no clue why you complicate everything so much?
It has to be like this or that... Even if it can't, it has to be like this...
This is the feeling I get in thread.

Outside [Box] thinking!
Can you move two spawnpoints at that flag?
Can you borrow two spawnpoints from another flag/flags and move there?
Can you ad a with a spawnpoint in and connect it to flag.
(If people are smart enough to take flag, they should be able to destroy vehicle with spawnpoint in it aswell)
And as I said connect a stationary vehicle to a flag that can be destroyed will work.
When flag is destroyed, time to die will kick in and vehicle will be lost in that amout of seconds.

Just becouse you find something in tutorial doesn't mean you have to ad it to your map.

Adding new things to maps have consequences, now you found one.
Before you ad something. Think about this,
Everything you ad should enhance the game in the direction you like it to go.
Does it have side effects?
How can you remove side effects?
If you can't remove them, is it worth putting it in anyway?
Or will this feature destroy game?
Will balance of game be better?
Does it do something for game, or will it just show that you can put this thing in there?
(I'm talking about servers that ppl actually will play on like it's a game, I'm not talking about stunt servers)

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