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Battlefield Modding Tutorials BFMODS :: View topic - Tickets won't bleed on modded coral (2nd carrier)
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Tickets won't bleed on modded coral (2nd carrier)
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=3624
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Author:  Iced Earth [ Sat Dec 15, 2007 12:46 pm ]
Post subject:  Tickets won't bleed on modded coral (2nd carrier)

I finished my coral sea awhile back...but I've run into some problems with it. I was playing it last night with some people, and after both carriers were sunk and all blue team killed...tickets still didn't bleed!

I'm sure (sadly) that the reason is because I borrowed soldier spawns from the fletcher2/hatsuzuki2 to add a second carrier that you can choose to spawn on (add two carriers otherwise....same spawn ID, can't choose).

Another funny boo-boo that I noticed is that I made a mistake on the holdObject with the destroyers...so if you're quick and takeoff, you can see a fletcher fall from the heavens. :lol:

I'm not sure what to do...I really don't want to go back to my old way (spawn subs under each new carrier that get crushed).

Author:  hardrock [ Sun Dec 16, 2007 2:43 am ]
Post subject:  Re: Tickets won't bleed on modded coral (2nd carrier)

battle of the bulge DC_final coop or cq, on our server, kept havin the problem of map ending after red took all points, even when blue had players alive? :evil: manually changed the tics, now you caint lose map if a pinger shows up on server while ur just killin bots!

Author:  Iced Earth [ Sun Dec 16, 2007 6:06 pm ]
Post subject:  Re: Tickets won't bleed on modded coral (2nd carrier)

OK...as of right now I'm not sure if this is an every now and then thing, or not...a friend told me that when playing last night allies bled out..

I don't get it..haha

Author:  freddy [ Tue Dec 18, 2007 11:56 pm ]
Post subject:  Re: Tickets won't bleed on modded coral (2nd carrier)

I dunno how modded your coral, but i borrowed some sub spawns for mine. After the carriers are sunk, the tickets dont bleed out when there still some players alive in that team.

Author:  Iced Earth [ Wed Dec 19, 2007 12:24 am ]
Post subject:  Re: Tickets won't bleed on modded coral (2nd carrier)

I used the fletcher2/hasuzuki2 for the extra spawns..

And it doesn't even bleed fully after everyone dies sometimes!

We were playing the other night, and all our carriers were sunk (japs). I suicided to end the game (last guy left)...but it didn't bleed, lol.

I tinkered with this before but never tried. Would adding a ObjectTemplate.explosionForceMod that would kill all the players in the water when the carrier sinks work? I'm just wondering if the player who dropped the bomb to sink the carrier would get the kill with explosionforcemod.

Also freddy, you could do what I did in the beginning; add the sub *under* the carrier, so when it sinks, it destroys the submarine. It takes some tinkering of placement, as well as speedMod on the sub...I think I made a thread in the vehicles or how-to section..

Author:  freddy [ Wed Dec 19, 2007 1:27 am ]
Post subject:  Re: Tickets won't bleed on modded coral (2nd carrier)

yeah ill have to do something about it alright! Its up and running 24/7 :shock:
. . . Image

Author:  Urglub [ Wed Dec 19, 2007 7:14 am ]
Post subject:  Re: Tickets won't bleed on modded coral (2nd carrier)

Make radius of it gigantic and give it some more damagewhenlost.
Now everything dies on map! :twisted:
Or everything inside radius that's still alive.

Speedmod 9999 on sub.
Now if someone farts, it will explode. :lol:

Ad damage from waterdelay to sub. make it die every 1 or 2 minutes and then respawn.

Doesn't BF1942 bleed out if you don't have any spawnpoints, even if a few are alive?
Or this is only in coop it works like that?

It's so many ways to make this work so I don't know where to start even. ;-)

Author:  freddy [ Wed Dec 19, 2007 5:23 pm ]
Post subject:  Re: Tickets won't bleed on modded coral (2nd carrier)

I took it out for now. I want it to be done so the mod isn“t even noticed kinda.

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