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Battlefield Modding Tutorials BFMODS • View topic - Adding New Spawn Point

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Tue Nov 04, 2008 8:29 pm 
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Location: Utah
Thanks .. I'll try that. :D

What other spawner can I use other then the lcvp?


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PostPosted: Tue Nov 04, 2008 9:01 pm 
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anything not being used currently on the map. There's a divebomberspawner by default that isn't used, but also theres 2 jeep spawners...willy and scoutcar. Whichever of those isn't used, you can use as well.


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PostPosted: Tue Nov 04, 2008 9:17 pm 
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Location: Utah


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PostPosted: Tue Nov 04, 2008 9:20 pm 
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Alternatively, you can just spawn the subs! :lol: On my server I have the mods geared a bit toward the weird/wacky end of the spectrum, and just alot of fun stuff that noone else has, so I have a Gato and a Sub7c in the air over Arnhem on MG. Funny thing is, they're right side up, so you can spawn and have wars back and forth.... but you can simply spawn the subs, upside down, at an acceptable height. You'll fall off the sub and when your at a low enough level you pull your chute.

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PostPosted: Tue Nov 04, 2008 9:47 pm 
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PostPosted: Tue Nov 04, 2008 10:02 pm 
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Generally when you see a line that starts with

ObjectTemplate.Active ***

and many lines of code under it, it will be placed in ObjectSpawnTemplates.con in your proper folder (Conquest, TDM Singleplayer). I would say 99% of mods that are code to be copy/pasted are placed into that (usually abbreviated as) OST.con.

There are a few that require changes directly in Objects.rfa's con files, but an ObjectTemplate.Active goes in OST.con for your particular map and mode.


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PostPosted: Tue Nov 04, 2008 10:05 pm 
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I tried it there and it didn't work. The little spawn point dot didn't even show up. :(


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PostPosted: Tue Nov 04, 2008 10:38 pm 
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