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Battlefield Modding Tutorials BFMODS :: View topic - Liberation of Caen 1942
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Liberation of Caen 1942
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=2680
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Author:  tekk [ Wed Jan 31, 2007 6:07 am ]
Post subject:  Liberation of Caen 1942

I am attempting to spawn a SBD at allied base and a Stuka at Axis Headquarters. Now I have already been able to add different vehicles in my first modd (Omaha Beach) because there was extra objectSpawnTemplate's in there that were not being used on the map"You cannot add or delete the ObjectSpawnTemplates, but you can edit the existing ones". Now the problem I am having is that I do not want to edit the existing ones on Liberation as I would like to have those vehicles there but there is no other extra code there for me to use. If someone can figure this out that would be great. Another question that pertains to this is how can I modd in a handfull of different vehicles if there is no extra ObjectSpawnTemplate code to Edit?

Author:  Urglub [ Wed Jan 31, 2007 8:13 am ]
Post subject: 


Author:  Iced Earth [ Tue Feb 20, 2007 2:14 am ]
Post subject: 

Give a man a fish...he eats for a day..teach a man to fish..he eats for life. :)

You can actually go all the way up to '4' with an object spawner. 1 being axis, 2 being allies -- but teams 3 and 4 work as well. For instance:

ObjectTemplate.create ObjectSpawner LightTankSpawner
ObjectTemplate.setObjectTemplate 1 Panzer
ObjectTemplate.setObjectTemplate 2 Sherman
ObjectTemplate.setObjectTemplate 3 SBD
ObjectTemplate.setObjectTemplate 4 Mustang

like urglub showed, just be sure when you add the position of the vehicle in objectspawns.con, you add Object.setteam and use the number of the vehicle you want. Even though its a lighttankspawner, it will spawn a mustang (in this case) if you do a setTeam 4.

Author:  Bullet-ProofMonk [ Tue Feb 20, 2007 9:37 pm ]
Post subject: 


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