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Battlefield Modding Tutorials BFMODS • View topic - Trouble getting Omaha CTF

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Jun 26, 2008 9:19 am 
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PostPosted: Fri Jun 27, 2008 7:10 pm 
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Do not bump your own topic.

I suggest you read this THOROUGHLY
tutorial.php?page=making_ctf.html

and for more about this topic first.


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PostPosted: Sat Jun 28, 2008 8:30 am 
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i did...
but i'll do it again...
:?

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PostPosted: Mon Jun 30, 2008 4:47 pm 
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I have an omaha ctf version. You have to modify the original rfa and replace it. Add in some info about flags in the init.con and also setup a ctf.con in the root game dir and gameplay. Then what I do is make a patch file. Copy everything from the conquest directory and setup a file with just ctf dir stuff. Edit the files to my liking and boom. Works good.

I've done this method with coral sea, omaha, market garden, liberation of caan. All now ctf maps. Omaha was a bit difficult because ctf really doesn't work too well on a map like that. I made it an uncapturable spawn for both teams and changed ticket ratio. Removed all out of bounds and added 1 plane per team. It's on quagmire's love shack. Check out the commander packs and jetpacks. Atleast 2 jetpacks per team.. sometimes 5 depending on map. Commander packs are a mobile spawn and hell if the whole team spawns on them in your base. The commander can also give health and ammo to any teammates he comes in contact. Snipers also have unlimited ammo and two artillery strikes. 30 second reload between each.

Anyway back to ctf. It took me a while to figure it out. Crashing levels on load for a few days then I figured it out. It'd hard to find what makes a game crash, so my advice is to change one thing at a time and save. Then load. If you know the changes will work fine... such as adding object spawns I do that all at once. But as far as spawn points or control points, or even binding other spawners to a spawn such as a carrier I take one step at a time. I usally make a new patch number for large scale changes so I can revert back if need be.

Route 99 hooked me up with a sample map of aberdeen ctf. I just took that code and changed it to my likings to fit the map. Also I'm using a modified objects.rfa where the spawnpoints are removed from the carriers and subs. For maps that use those items I add the spawns back in manually into those map files.


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PostPosted: Mon Jun 30, 2008 11:49 pm 
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if you have dcfinal and (i think also) desert combat you could just copy and paste ;-)


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