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Battlefield Modding Tutorials BFMODS • View topic - Extra Teams on a Spawner

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Jun 27, 2007 10:26 pm 
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Objecttemplate.team is not even a real command. There is no need to add it to the spawner at all. Teamonvehicle is unrelated also, and is a 0/1 option.


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PostPosted: Thu Jun 28, 2007 8:41 am 
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PostPosted: Fri Jun 29, 2007 3:01 am 
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Urglab, I tried that code with the AA_Allies on team three. I can spawn the object, but it doesnt hold to the boats. Sits in the air.

I put this in because I was trying to make boats that were capturable/nuetral boats.
ObjectTemplate.dontClearTeamOnExit 0 <-- I don't get this one, it's no engine to roll on this one?

OT.team # is a real command. Forces all spawners of that type to that team. So if you do that for the Ent_lcvp spawner the carrier has little AA's sitting next to it. (that don't follow along)

Im thinking AA on destroyer/PT boat isnt possible.

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PostPosted: Fri Jun 29, 2007 9:23 am 
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Post code and we will see what we can do.

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PostPosted: Sat Jun 30, 2007 1:10 am 
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PostPosted: Sat Jun 30, 2007 1:45 am 
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PostPosted: Sat Jun 30, 2007 10:01 am 
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u can make an aa gun spawn and move with the ship via holdobject, but as soon as someone entersit it will stay where its at. just like the boats ... enter a boat in drivers position, engine starts and boat gets released from spawn.

only way to make a AA gun stay is to add it as PCO to the ship, which will only work clientside.

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PostPosted: Sat Jun 30, 2007 10:15 am 
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