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Battlefield Modding Tutorials BFMODS :: View topic - Connecting new spawnpoints to a flag
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Connecting new spawnpoints to a flag
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=3581
Page 2 of 3

Author:  PLAYER [ Mon Nov 26, 2007 6:56 am ]
Post subject:  Re: Connecting new spawnpoints to a flag

Hi freddy,

Yes I have attempted to spawn several "projectiles" and when I was referring to the Landmine I was refering to the >> LandmineProjectile

It doesn't work.. feel free to correct me if I'm wrong.. :lol:

Author:  Urglub [ Mon Nov 26, 2007 7:52 am ]
Post subject:  Re: Connecting new spawnpoints to a flag

Weapon Landmine is what you see in hand of soldier.
This landmine will NOT go of if a tank run you over.
When you throw landmine it becomes a projectile and like any other projectile you can't spawn them.

Custom maps can spawn landminebase, but it will not explode, just look like a broken landmine.

Author:  Archimonde0_0 [ Mon Nov 26, 2007 3:39 pm ]
Post subject:  Re: Connecting new spawnpoints to a flag

like i said. You Can Spawn Effects With Your Object Templates, but the Effects do No Damage, and are Cosmetic, but Projectiles wont work because the code just isnt there to make them spawnable items.

If you really want a spawnable Projectile, I suggest looking at Forgotten Hopes Omaha Charlie Sector map. They have a Random Spawning Water Artillery Burst. However dont know if it does damage or not.

Author:  freddy [ Mon Nov 26, 2007 4:46 pm ]
Post subject:  Re: Connecting new spawnpoints to a flag

zooka projectile is kinda visible and there is no "ObjectTemplate.invisible 1" in its code. maybe could work to change this to "ObjectTemplate.invisible 0" on some other projectile to make it visible?

Image

Image

ok ill post this 1 to ;-)

Image

Author:  Archimonde0_0 [ Tue Nov 27, 2007 7:06 pm ]
Post subject:  Re: Connecting new spawnpoints to a flag

Try This:

Spawn An Explosion, any Explosion, if you want a large artillery explosion go for e_ExplAni02 or a small explosion go for e_ExpBombSmall, pick out some pot holes to put them in, or place them wherever you want, Do some crafty work with multiple ObjectSpawnTemplates, making the spawn times different but not far from eachother. and sort of randomized. And then take the effect and activate it ObjectTemplate.Active e_ExplAni02 and add a material to it,

Try that see if the explosions do damage or not, and have fun.

Author:  ZOOMER [ Tue Nov 27, 2007 7:50 pm ]
Post subject:  Re: Connecting new spawnpoints to a flag

I know this is way off the original topic, but along the lines of spawning projectiles.

In DCFinal the "ied" is spawnable. This can be used in a rotational bundle to drop in random locations. They do explode in vehicle collision or direct fire. The unmodded ied is weak :( but with our help....we can make them strong!

Any ideas?

The ied looks like and does resupply ammo....

Author:  Iced Earth [ Mon Dec 31, 2007 1:32 am ]
Post subject:  Re: Connecting new spawnpoints to a flag

So, I tried changing the group number of the flag to that of a submarine...and just as I thought, since its the same group number you cannot choose which point you want to spawn at. Yes it disappears when the other team takes the flag...but thats about it..

I used this way however:

1. Spawn gato / sub7c apart
2. Other team spawns a PT boat (I used it for its REDICULOUS mass), and increased the speedmod of the subs to 100. The PT boats take damage from water.
3. A red PT boat spawns above blue sub location when red has base (50 meters above).
4. A blue PT boat spawns above red sub when blue has base (50 meters).

This works pretty good. I was worried about any lag that might be caused (PT boats falling from the sky fairly often..), but even with the short spawn time, the PT boats were spawning 1050 meters in the air...so there was probably a 6 second free-fall. I can't see what happens, but I'm sure the PT boat WRECKS the sub on the way down, haha.

Anyone know how to do this without stuff falling on other stuff? :?

Author:  freddy [ Mon Dec 31, 2007 1:41 am ]
Post subject:  Re: Connecting new spawnpoints to a flag


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