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Battlefield Modding Tutorials BFMODS • View topic - Gah!! Need help adding spawnpoints from carriers.

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Oct 11, 2007 1:05 pm 
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Edit them directly in your objects.rfa file.

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PostPosted: Thu Oct 11, 2007 1:15 pm 
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PostPosted: Fri Oct 12, 2007 12:49 am 
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PostPosted: Fri Oct 12, 2007 1:34 am 
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Thats because both spawn points are part of the same group and you spawn randomly at either one.

plus if its meant to be a German Spawn Point you must use the Hatzsuki


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PostPosted: Fri Oct 12, 2007 2:54 am 
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Thanks...I really just thought it was something with my code. I'll give that a try. At least I know what to work on...

Can you assign new groups to spawns SS? I'd imagine so.. Edit: Of course they should be. I'm a big dork; dont listen to me!


Thanks again for your help though archimonde. It was driving me crazy for the past 24 hours.


edit: i just realized i dont know how to fix this problem. lol :(


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PostPosted: Fri Oct 12, 2007 3:46 am 
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PostPosted: Fri Oct 12, 2007 2:55 pm 
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Nevermind....; I think I have it cleared up. I'm going to test it a bit later just to double check that its server side, but should be OK. I'll post working code later if anyone is interested.


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PostPosted: Fri Oct 12, 2007 6:05 pm 
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Yea i believe you can serverside new Spawn groups

by using SpawnPointManager Code

like this one

SpawnPointManager.group [#] I believe there is a Limit to the Number

SpawnPointManager.groupTeam [Team #]

SpawnPointManager.groupIcon test2.tga


After you Define a Few of tHese, go ahead and fill in the Group numbers with the new ones. The Group basically defines the Team and that its seperate from others.

So like if I wanted to add a Spawn Point to a Random Thing i dunno...Ship

id define a new Group

SpawnPointManager.group 120
SpawnPointManager.groupTeam 1
SpawnPointManager.groupIcon Test2.tga

and then go to the Group number in the vehicles code and change it to 120.

You have to define a new group for each individual spawn point


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