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Battlefield Modding Tutorials BFMODS • View topic - Spawning Medivac chopper on deck of Destroyer?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Mon Aug 28, 2006 2:51 am 
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PostPosted: Mon Aug 28, 2006 2:00 pm 
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PostPosted: Mon Aug 28, 2006 10:04 pm 
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That just holds the object in place so it doesn't possibly bounce around or fall if it's in the sky. If you want an object to spawn 'bundled' (that what they call it when a spawner is tied to an object or another spawner) with the carrier, you would have to add in another object spawn command under the carrier's boat spawner. (You could use any object spawner related to the carrier, but I choose the boat spawner)

It would look something like this:

ObjectTemplate.Active Enterprise_LcvpSpawner
ObjectTemplate.setObjectTemplate 1 Lcvp
ObjectTemplate.setObjectTemplate 2 Lcvp
ObjectTemplate.setObjectTemplate 3 <SPAWN OBJECT NAME HERE>
ObjectTemplate.minSpawnDelay 20
ObjectTemplate.maxSpawnDelay 20
ObjectTemplate.TimeToLive 30
ObjectTemplate.Distance 20
ObjectTemplate.spawnOffset 0/0/0
ObjectTemplate.holdObject 1
ObjectTemplate.team 1
ObjectTemplate.MaxNrOfObjectSpawned 3
ObjectTemplate.damageWhenLost 10

Then, you would have to make a modification to the carrier's bundled object spawns.

ObjectTemplate.Active EnterpriseComplex
ObjectTemplate.addTemplate Enterprise_lcvpSpawner
ObjectTemplate.setPosition --/--/--
ObjectTemplate.setRotation --/--/--
ObjectTemplate.team 3

That, when put in the OST.con file of you desired game mode and done serverside, should make another object spawn that is bundled in with the carrier.
This hasn't been tested, but I think it should work.

NOTE: I did this tutorial with normal BF1942, not any mods. You'll have to put in different object names for the mod you want it to work on. You also have to put in your own positions and rotations for the new object that are in relation to the carrier's position. Meaning position 0/0/0 is in the centre of the carrier, ect.


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PostPosted: Tue Aug 29, 2006 2:26 am 
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Wow man i will try that out, i have no idea how i would have worked that out myself. Thanks heaps :D

Ok, i ran into a problem with where i wanted to put the helos, there is something invisible on the fletcher that will not allow the helo to land on the top of the platform, i sits about 8 feet off the deck.

I will put it closer to one of the ship gun turrets but then i will have to spawn a ladder to be able to access it...


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PostPosted: Tue Aug 29, 2006 12:23 pm 
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PostPosted: Thu Aug 31, 2006 10:36 am 
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PostPosted: Fri Sep 01, 2006 2:00 pm 
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Change the team in this bit of code and remove the ObjectTemplate.team 3 from the complex and it should work just fine

rem *** FletcherLcvpSpawner ***
ObjectTemplate.Active FletcherLcvpSpawner
ObjectTemplate.create ObjectSpawner FletcherLcvpSpawner
ObjectTemplate.setObjectTemplate 1 Lcvp
ObjectTemplate.setObjectTemplate 2 Lcvp
ObjectTemplate.setObjectTemplate 3 mh-6
ObjectTemplate.holdObject 1
ObjectTemplate.minSpawnDelay 20
ObjectTemplate.maxSpawnDelay 20
ObjectTemplate.TimeToLive 30
ObjectTemplate.Distance 20
ObjectTemplate.spawnOffset 0/0/0
ObjectTemplate.team 3
ObjectTemplate.MaxNrOfObjectSpawned 3
ObjectTemplate.damageWhenLost 10



rem *** FletcherComplex ***
ObjectTemplate.create Bundle FletcherComplex
rem ObjectTemplate.setNetworkableInfo FletcherBodyInfo
ObjectTemplate.geometry Fletch_hull_M1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
rem -------------------------------------
ObjectTemplate.Active FletcherComplex
ObjectTemplate.addTemplate FletcherLcvpSpawner
ObjectTemplate.setPosition 0/10/-35.499
ObjectTemplate.setRotation -5.999/0/0
rem ObjectTemplate.team 3

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