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Battlefield Modding Tutorials BFMODS :: View topic - Connecting new spawnpoints to a flag
Battlefield Modding Tutorials BFMODS
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Connecting new spawnpoints to a flag
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=3581
Page 1 of 3

Author:  Iced Earth [ Sun Nov 25, 2007 11:17 am ]
Post subject:  Connecting new spawnpoints to a flag


Author:  PLAYER [ Sun Nov 25, 2007 8:28 pm ]
Post subject:  Re: Connecting new spawnpoints to a flag

Hey Iced Earth,

I must be missing something, I didn't realize anyone found a way to.. spawn projectiles..
Interesting idea.. :lol:

If you can I'd love to create a nice mine field, muahahah :twisted:

Author:  Iced Earth [ Sun Nov 25, 2007 10:54 pm ]
Post subject:  Re: Connecting new spawnpoints to a flag


Author:  PLAYER [ Mon Nov 26, 2007 12:23 am ]
Post subject:  Re: Connecting new spawnpoints to a flag

Great Ideas except for one thing.. I still have yet to see a projectile be spawnable.. why.. not sure..

My first theory is because unlike other objects they only created after they are Triggered.. how can you apply a trigger to a spawner?

But if you can.. prove me wrong.. spawn some landmines or other projectiles and leave them on the ground somewhere in an SSM..

Author:  Archimonde0_0 [ Mon Nov 26, 2007 12:34 am ]
Post subject:  Re: Connecting new spawnpoints to a flag

Each Flag is Assigned a Spawn Group, find this Number and edit it in as the SpawnPoints Spawn Group and it is now part of that Flag

Never Had Luck With Spawning Projectiles

I spawned a Katyusha Rocket but it didnt go anywhere just stayed where it was and Hissed.

You can Spawn effects, but problem with that is Once on a server no one can See them. When i say effects i mean like Smoke and Explosions and stuff. Explosions wont show up for some reason. Smoke Will.

Tank Projectiles and stuff i dunno...i think its the fact that Even if it were possible the Shells dont have Mass so they woulda kinda just stay where they were. Youd need to add mass to it so that when it actually fell to the ground, and then probably Health Points so that when it hits it Explodes. Plus all things like velocity and what not would be Void as its not being Fired. And Most Projectiles are Invisible.

I think projectiles are missing a few things which would make them work right. Even if they do spawn...dont think they gunna go anywhere. Mayb the Forward Mod Code?

Normally If you want an Artillery Look for a Custom Map you'd choose a Random Vehicle, and make its Complex Invisible, and get rid of its minimap icons. Usually how i do it.

Author:  freddy [ Mon Nov 26, 2007 1:43 am ]
Post subject:  Re: Connecting new spawnpoints to a flag

landmines are not a projectile so it might work to spawn them, and if one just add a KatyushaRocket engine to a plane it will start flying when it spawns.

so landmines+KatyushaRocket_engine maybe? may have to turn down the engine power A LOT tho :shock:

Author:  Archimonde0_0 [ Mon Nov 26, 2007 4:12 am ]
Post subject:  Re: Connecting new spawnpoints to a flag

Landmines are a Projectile unfortunately. Just a Visible one that explodes when an enemy gets within its Explode Near Enemy Distance.

I also tryed B17 Bombs. No Luck. Projectiles just dont seem to wanna work. If you created a dummy of the projectile, Added Mass, Let it Fall, giving it Armor and Health Points, then a low hitpoint count of 10 or something, then a big explosion force, and An Artillery Explosion effect...Well then itd work. But Spawning it directly. Not so much.

Author:  freddy [ Mon Nov 26, 2007 5:42 am ]
Post subject:  Re: Connecting new spawnpoints to a flag


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