Battlefield Modding Tutorials BFMODS https://battlefieldmodding.com/ssm/phpBB3/ |
|
PlayerControlObject Spawning https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=3967 |
Page 1 of 1 |
Author: | Refuse2lose [ Tue Apr 01, 2008 9:19 pm ] |
Post subject: | PlayerControlObject Spawning |
Im creating a new thread on this subject that was originally started by Losnar. I have added PCOs to other vehicles such as the Loach, Chinook and Huey - made the Patton Huey on my server and a killer AC-47 bomber with 2 gun turrets on top and underneath the plane's fuselage. Also added a Patton turret to a Chinook and a Tango Cannon turret to the Chinook that sits under the back rotor blade. Bloody awesome - recoils is kool too, really makes the pilot work to fly the craft. So I have spawned for example the zippo flame thrower in the air on one of my custom maps but I cant get into the PCO. Does the PCO have to be connected to something in order to get into it? I have seen some servers with ZSU turrets or SAM21 turrets on bunkers. Can someone help me out with the code on entering the PCO not connected to a vehicle. Losnar also questioned whether a soldier in a PCO could be hurt and it seemed, server side the answer was no, but that it could be destroyed in a client side map. Has anyone had that work yet? |
Author: | Boom [ Wed Apr 02, 2008 12:50 am ] |
Post subject: | Re: PlayerControlObject Spawning |
Author: | Refuse2lose [ Wed Apr 02, 2008 1:18 am ] |
Post subject: | Re: PlayerControlObject Spawning |
Yeah, my tango cannon, (Frankenstein mod) was all CSM for it to be attached to the chinook. I figured the PCO would not remain attached to the vehicle in a SS map as the client and server would be confused. What Im looking for is how to spawn the PCO (SS or CS) such that it remains staitionary in the position placed and soldiers can enter the PCO. I have spawned the PCO, but cant get the soldier to enter it. |
Author: | Boom [ Wed Apr 02, 2008 1:46 am ] |
Post subject: | Re: PlayerControlObject Spawning |
Ah, yeah that's what I figured... too bad you can't attach PCO's to vehicles server-side ![]() As far as I know you cannot get the Zippo turret to work server-side. I think the reason behind this is that the turret isn't technically a separate PCO. What I mean by that is there's only 1 entry spot on the Zippo, and that's the driver seat. The Zippo turret is somehow tied directly to that driver seat so when you don't spawn the entire vehicle it doesn't really work. I know from experience, I tried spawning just the Zippo turret in the past... and as you're already well aware it'll show up... but you cannot enter it. Any other type of PCO that counts as different position (ex: BRDM turret = pos.2, BM21 turret = pos.2, AC47 minigun = pos.3) should work. The problem with those is that you cannot be killed out of them. The game developers never intended for anyone to be killed out of the Tango turrets without the entire ship going down! Exceptions to this rule might be something like the MUTT turret... but I haven't verified this. Good luck, let us know what you find out. |
Author: | [TKO]Twist [ Sat Apr 05, 2008 8:24 am ] |
Post subject: | Re: PlayerControlObject Spawning |
Well, maybe just create a seperate PCO with only the flamethrower and addtemplate a entry to it. |
Author: | [TKO]Twist [ Sun Apr 13, 2008 8:30 am ] |
Post subject: | Re: PlayerControlObject Spawning |
Page 1 of 1 | All times are UTC |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |