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Extra Teams on a Spawner https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=3096 |
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Author: | syd [ Sun Jun 24, 2007 2:22 pm ] |
Post subject: | Extra Teams on a Spawner |
Author: | Zaitsef [ Sun Jun 24, 2007 3:02 pm ] |
Post subject: | Re: Extra Teams on a Spawner |
Author: | Urglub [ Mon Jun 25, 2007 3:06 pm ] |
Post subject: | Re: Extra Teams on a Spawner |
When you have a elco spawning on team 2 why create a new one? Team 3 is for a new type of vehicle mostly. It seams like you miss the whole point whith this thing. It's used to create more vehicles then you have ObjectSpawners. Hmm, this timezone crap is getting confusing. Can't you fix so servers time sets the order? |
Author: | syd [ Tue Jun 26, 2007 1:34 am ] |
Post subject: | Re: Extra Teams on a Spawner |
Author: | syd [ Tue Jun 26, 2007 1:33 pm ] |
Post subject: | Re: Extra Teams on a Spawner |
I added the elco to team 3 hoping that the reason the AA_Allies wouldn't stick was because they were on different teams. I couldnt change the destroyer, becuase noone will be able to spawn on it. Nothing I've done seems to get the AA to follow the boats. Is there any documentation from dice about what will and wont hold to boats? |
Author: | Urglub [ Tue Jun 26, 2007 3:42 pm ] |
Post subject: | Re: Extra Teams on a Spawner |
syd your barking up the wrong tree. |
Author: | Zaitsef [ Tue Jun 26, 2007 5:45 pm ] |
Post subject: | Re: Extra Teams on a Spawner |
actually he is not ... trying to add another boat to the moving ship ... its possible clientside, but for some reason , they dont stay on serverside. I am not aware of any solutions, redatwar tried the same. no luck. |
Author: | Urglub [ Wed Jun 27, 2007 8:24 am ] |
Post subject: | Re: Extra Teams on a Spawner |
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