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Changing Spawns on Carrier https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=1667 |
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Author: | Monoman [ Thu Jul 14, 2005 12:16 pm ] |
Post subject: | Changing Spawns on Carrier |
Author: | Natt [ Thu Jul 14, 2005 4:18 pm ] |
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You do it like this(in objectspawntemplates.con): ObjectTemplate.active EnterpriseComplex ObjectTemplate.setActiveTemplate 14 ObjectTemplate.setPosition 0/20.85/110 ObjectTemplate.setRotation -90/0/0 Find the carrier u want in objects.rfa, it could be in dc_final, dc or BF1942 objects.rfa. Find the 'complex' name in it's objects.con file. Find the number of the spawner u want to move, see . Position is guess work unless u have the right tools, the spawn points are relative to the carrier eg: You want to spawn at 911.49/50.86/1754.29 Your carrier is at: 1350.98/1000/1999.45 So your setPosition should be -439.49/-949.14/-245.16 depending which direction your carrier is facing. 0 is the centre of the carrier, -30 to 30 takes u to each side, depending on the carrier. 20.85 is the height off the ground which u want to keep the same as the spawner u r changing, 110 is one end of the ship (-110 being the other), depending on the carrier. I can't remember if rotation is relative to the carrier, but it's basically guesswork again. Another way is to follow the tutorials and remove all the vehicles and then just add new ones like u would anywhere else on the map. If someone moves the carrier tho............. ![]() |
Author: | Monoman [ Fri Jul 15, 2005 5:20 am ] |
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Author: | Looney [ Fri Jul 15, 2005 8:36 am ] |
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Author: | badboyz [ Tue Mar 14, 2006 8:49 pm ] |
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Author: | Natt [ Tue Mar 14, 2006 9:41 pm ] |
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Author: | Bongholio [ Tue Mar 14, 2006 11:47 pm ] |
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Author: | badboyz [ Wed Mar 15, 2006 8:39 am ] |
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