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Trouble adding 50 cal to wake island https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=4485 |
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Author: | repoman [ Wed Nov 05, 2008 3:13 pm ] |
Post subject: | Trouble adding 50 cal to wake island |
Every time I try to add a 50 Cal to wake island for Desert Combat, it will close the game when the map loads. Below is the code I and using for the object spawn and object template. rem************************************** rem**** 50.cal Red **** rem************************************** Object.create m82spawner Object.absolutePosition 496.16/37.92/601.59 Object.rotation -0.58/0.000000/0.000000 Object.setOSId 1 Object.setTeam 1 ObjectTemplate.create ObjectSpawner m82spawner ObjectTemplate.setObjectTemplate 2 US_Sniper_hvy ObjectTemplate.setObjectTemplate 1 US_Sniper_hvy ObjectTemplate.MinSpawnDelay 35 ObjectTemplate.MaxSpawnDelay 55 ObjectTemplate.SpawnDelayAtStart 0 ObjectTemplate.TimeToLive 45 ObjectTemplate.Distance 40 ObjectTemplate.DamageWhenLost 10 ObjectTemplate.MaxNrOfObjectSpawned 1 |
Author: | Iced Earth [ Wed Nov 05, 2008 7:20 pm ] |
Post subject: | Re: Trouble adding 50 cal to wake island |
Is m82spawner a spawner that exists in the DC wake island rfa file? If not, that could be the reason why...you can't add new spawners, only use whats available. Was this the only change you made?? |
Author: | Sheppard [ Wed Nov 05, 2008 9:57 pm ] |
Post subject: | Re: Trouble adding 50 cal to wake island |
Well, yes there is an m82spawner.... I can't see anything wrong with that.. you must have done something else. EDIT: This probably isn't the problem, but you can't have the OSId and a SetTeam. You need to have one or the other, not both. |
Author: | VOLTANO [ Fri Nov 07, 2008 9:46 am ] |
Post subject: | Re: Trouble adding 50 cal to wake island |
I checked the Desert Combat and the DC_Final versions of Wake Conquest ObjectSpawns.con and the ObjectSpawnTemplates.con and there is NO m82spawner for that map. ** **** Remember to always let us know the specific GAME MODE ( CTF, Conquest, COOP, TDM ) of the map you are asking help for. ![]() Do you also realize that your coordinates would place the 50cal underwater ? Here are your coordinates; Object.create m82spawner Object.absolutePosition 496.16/37.92/601.59 ** Always check the water level for each map you are modding so things do not end up spawning underwater and make sure you have the proper coordinates for every new object you are adding to the map. Here is the Terrain.con for Wake. ___________________________________________________________ GeometryTemplate.create patchTerrain terrainGeometry GeometryTemplate.file bf1942\levels\Wake\Heightmap GeometryTemplate.materialMap bf1942\levels\Wake\Materialmap GeometryTemplate.materialSize 512 GeometryTemplate.targetTriCount 5000 GeometryTemplate.worldSize 2048 GeometryTemplate.yScale 0.6 GeometryTemplate.texBaseName bf1942\levels\Wake\Textures\Tx GeometryTemplate.texOffsetX 2 GeometryTemplate.texOffsetY 2 GeometryTemplate.detailTexName bf1942\levels\Wake\Textures\Detail GeometryTemplate.waterLevel 95 GeometryTemplate.seaFloorLevel 10 GeometryTemplate.waveHeight 0.0 GeometryTemplate.lodDistance 500 _________________________________________________________________________ As you can see, the water level for Wake is set at 95 which means that anything below that will be underwater. I have many 50cal rifles spawning in my version of Desert Combat Wake Conquest with NO problems. To get them to spawn I used an EXISTING spawner such as the AAGunSpawner and every base gets them. ( I have them spawning inside the huts and bunkers of each base so that their polygons or object meshes don't have to be rendered from distances ( the walls of the huts and bunkers block them so they only need to be rendered when you go inside the buildings and reduces the ammount of meshes that have to be rendered and transmitted via internet to the players/clients connected to the server and helps the server run faster and smoother too ) I am not sure exactly where you want your 50cal to spawn in your server's DC Wake Conquest so I opened the ControlPoints.con ( locations of the flag poles ) and got you their coordinates so that this way you can have a 50cal spawning near each flag pole at every base. If you don't want them to spawn at every base ( I labeled them for you ) simply do not add those you don't want. ![]() If you are not sure about the base names and locations for Wake here is an easy way to envision them. When you look at Wake Island from above ( by pressing the M key on your keyboard ) you will notice that there are 5 bases that almost forms a circle. ( similar to a round clock or wristwatch ) We number the bases going clockwise ( starting from the upper left and going to the right in sequence or the way the minute hand rotates on a clock ) So we see that the base that is the most North West ( Upper Left ) would be code named Base 1 ( normally called ALLIES_north_village ) The next base to the right we code name Base 2 ( ALLIES_north_base ) Next would be Base 3 ( The_Airfield ) Next is Base 4 ( The_beach ) Then Base 5 ( ALLIES_southbase ) Here is the SSM code I made for you that will enable the 50cal to spawn near each flag pole. ObjectSpawns.con ![]() ============================================================ rem --- Base 1 - northvillage .50cal by flag --- Object.create AAGunSpawner Object.absolutePosition 1059/109.7/1221 Object.setTeam 3 rem --- Base 2 - northbase .50cal by flag --- Object.create AAGunSpawner Object.absolutePosition 1282/107.6/1207 Object.setTeam 3 rem --- Base 3 - Airfield .50cal by flag --- Object.create AAGunSpawner Object.absolutePosition 1383/116/774 Object.setTeam 3 rem --- Base 4 - Beach .50cal by flag --- Object.create AAGunSpawner Object.absolutePosition 1144/98/714 Object.setTeam 3 rem --- Base 5 - SouthBase .50cal by flag --- Object.create AAGunSpawner Object.absolutePosition 995/104.5/854 Object.setTeam 3 ================================================================ ________________________________________________________________________ ObjectSpawnTemplates.con ---------------- STEP 1 ----------------- Open the ObjectSpawnTemplates.con for DC Wake Conquest and scroll down untill you see this line below. ObjectTemplate.create ObjectSpawner AAGunSpawner _______________________________________________________________________ ------------------ STEP 2 ---------------------- Now just below that line make a space so it looks like this below. ObjectTemplate.create ObjectSpawner AAGunSpawner ObjectTemplate.setObjectTemplate 2 ZPU-4 ObjectTemplate.setObjectTemplate 1 ZPU-4 ____________________________________________________________________ ------------------ STEP 3 ----------------- Copy the line of code that is BETWEEN the RED LINES ======================================================= ObjectTemplate.setObjectTemplate 3 US_Sniper_hvy ======================================================= ____________________________________________________________________ ------------------- STEP 4 --------------------- Now simply paste that line of code you just copied into that space in the ObjectSpawnTemplates.con So now it will look like this below ( orange is the line you just added and that is where it goes ) ObjectTemplate.create ObjectSpawner AAGunSpawner ObjectTemplate.setObjectTemplate 3 US_Sniper_hvy ObjectTemplate.setObjectTemplate 2 ZPU-4 ObjectTemplate.setObjectTemplate 1 ZPU-4 __________________________________________________________________ Now just repack your SSM file and you will see the 50cals spawning near each flag in Wake. Of course there are many more tweaks that can be done to this map server sided that will make it run smoother and make it more fun to play by adding aircraft carriers for BOTH teams that have plenty of jets and choppers on them. You can also add rafts that spawn in the lagoon of Wake Island that adds more military strategic base acquisitions. ( additional angles of attacking bases ) You can also make it so that when the map starts, all the bases are grey ( not owned by either team ) so that each team must take them and not just inherit them. When the map starts, both teams spawn on their ships that are placed equally distant from the island. You can make it so that if one team gets all the bases, the tickets will not run out and if your team has no bases, you can still spawn on the aircraft carrier or the destroyer. It is also possible that both teams can have the Destroyer that fires the tomahawk missile and both team can spawn on their respective Destroyers ( Blue team gets the Fletcher and the Red team gets the Fletcher2 ) The Tomahawk missile can have increased range so it doesn't run out of fuel propellent so fast and last longer with greater explosion damage ( just like the REAL Tomahawk has ) Both aircraftcarriers for both teams can be made "static" so they do not move and cause possible lag due to thousands of moving polygons/meshes thereby also helping the server run smoother.( nobody wants to play on a laggy server due to improper performance modding ) You can also add tanks and anti aircraft vehicles to every base to promote even gameplay for both teams. Adjust all the soldier spawns so that you spawn at a logical location and not too far away or facing the wrong direction. ( such as with 90% of the default soldier spawns in Wake ) Add floaters and adjust the exit locations on the choppers so they can land/float on the water and when you get out of them you exit standing on it's sideskid so you don't get yer feet wet. ![]() ![]() Have you ever checked out my version of DC Wake plus many more maps ? It runs very smooth and most of the times when people join the server they see all the cool things that can be done to this map and they type in the game chat text "awesome" or "I never thought this map can be so great". Want to learn more ? You are welcome to join us in our ventrilo server and our game server to see how server side modding is pushing the envelope on many new things that most thought was impossible SSM. |
Author: | Sheppard [ Fri Nov 07, 2008 10:34 am ] |
Post subject: | Re: Trouble adding 50 cal to wake island |
Ok, sorry its not in that map but it does exist. From this site's tuts: ObjectTemplate.SetObjectTemplate 2 US_Sniper_hvy (.50 cal, uses the m82spawner) ![]() |
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