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Battlefield Modding Tutorials BFMODS • View topic - Carrier coordinates?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Carrier coordinates?
PostPosted: Tue Mar 04, 2008 5:37 am 
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Joined: Sat Jun 16, 2007 4:35 am
Posts: 9
Hi everyone
I am wondering how you go about adding vehicles in a chosen position on a carrier. I have figured out how to swap the F14s with AH-6s lets say, on wake island the nimitz, but what would I do if i wanted to add some OH-6s behind them and perhaps a set of AH64s behind them? I understand you could use a normal coordinate system but what happens if your using a dynamic carrier and someone jumps in it and drives it? Do the vehicles then spawn over the water or what?
Does the carrier have its OWN coordinate system? thats my main question

Thanks in advance!
Chers - Josh


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 Post subject: Re: Carrier coordinates?
PostPosted: Tue Mar 04, 2008 6:43 am 
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Joined: Sun Dec 31, 2006 12:13 am
Posts: 2027
hey dood,

Yeah carrier coords can be very weird. Essentially what you're doing is addTemplating a spawner from the carrier's center -- so thats where the coords come from -- the center of the CV. Maybe some others know, but the only way I know is just trial and error. Look at other objects on the carrier (in its code) and see where they are. That should give you a decent idea of where to start.


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 Post subject: Re: Carrier coordinates?
PostPosted: Tue Mar 04, 2008 11:10 am 
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Joined: Mon Oct 09, 2006 12:51 pm
Posts: 782
0/0/0 is the center..go from there.


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 Post subject: Re: Carrier coordinates?
PostPosted: Wed Mar 05, 2008 5:08 am 
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Joined: Sat Jun 16, 2007 4:35 am
Posts: 9
hah... cool thanks ok i get it. Ive been trying to load up wake island in battlecraft i can see coordinates on the ground. But I havn't been able to find a decent desertcombat.lst or desertcombat.cfg to be able to open wake island with its units and vehicles in it yet so havn't been able to get coordinates. But we will see.
I suppose if you put a carrier in and mark the texture coordinate as x/y/z, then adding and minusing to it as if it were 0 it would work as long as the units are the same?
Anyway... will have a play around
cheers for your help you 2
much appreciated :)


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 Post subject: Re: Carrier coordinates?
PostPosted: Wed Mar 05, 2008 1:51 pm 
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Joined: Mon Oct 09, 2006 12:51 pm
Posts: 782
go here http://hosted.filefront.com/Boondoks57

download the DesertCombat Battlecraft file.

Extract the Standardmesh_001.rfa to your DesertCombat/archives mod folder, and the Lst and CFG to battlecraft main directory, and have fun! will allow you to see all things, or at least it should, Battlecraft seems to be different for each individual person, these work for me, if they dont for you, well :cry:


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 Post subject: Re: Carrier coordinates?
PostPosted: Fri Mar 07, 2008 2:12 pm 
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Posts: 257
Location: New York City
I was in the same boat about a year ago when I was figuring out how to add more aircraft to the carriers.

What I did is spawn the carriers at coordinates with some zeros such as
1000/20/1000 and 3000/20/3000 and had them at a rotation of 0/0/0.

Then I subtracted the height of the deck compaired with the water level and the carrier's floaters and got the y coordinates for each vehicle.

Starting from the center of the deck moving forward are the positive coordinates and toward the back of the carrier are negative coordinates.

The LEFT side is negative and the RIGHT side is positive coordinates on the grid.

So after doing the math of where each vehicle should spawn so that it will be able to take off easily the next thing I figured out is how to swap carrier spawners between the red and blue carriers and here are a few screenshots showing my carriers in Wake Island.

Image
The RED carrier is smaller in comparison to the blue carrier so it took some time to see where each vehicle can take off properly.

Image
The coalition carrier ( Nimitz ) has a larger deck to work with so I have all the vehicles spawning along the sides to keep the flight deck clear.
Image

And it is also cool to have floating choppers where the exit locations wont get you in the water. lol :lol:
Image

My version of Wake Island starts off with all the flags being neutral and the Navel fleets are in the opposite corners of the map protected by Destroyers.

Let us know how your carriers look now after you added more aircraft. 8-)

.

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 Post subject: Re: Carrier coordinates?
PostPosted: Fri Mar 07, 2008 2:54 pm 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
Myself I spawn the vehicles in BC and read what coords it has.

Exampel;
Spawn Carrier in editor
Carrier 100/100/100
rotation 0/0/0
Spawn plane ontop of it.
Plane 123/110/104
rotation 90/0/0

123-100=23
110-100=10
104-100=4

Spawn plane at coords 23/10/4
rotation 90/0/0

Minor adjustments can be done later to make it look better.

Fairly simple.

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 Post subject: Re: Carrier coordinates?
PostPosted: Sun Mar 23, 2008 4:49 am 
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Joined: Sat Jun 16, 2007 4:35 am
Posts: 9
Cheers for replying everyone sorry ive been slow ive been away
I just tried adding an F14 to the standard nimitz carrier by adding...
ObjectTemplate.addTemplate Nimitz_F14Spawner
ObjectTemplate.setPosition 0/22/0
ObjectTemplate.setRotation 0/0/0

under the standard player control nimitz, in nimits objects.con file. It did nothing I couldnt see a vehicle anywhere, I made it slightly higher than the deck to ensure it was clear of it.
Is this how you add aircraft to the carrier or am i doing something wrong?
Cheers - Josh


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