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Battlefield Modding Tutorials BFMODS • View topic - possible flagpole solution?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Sep 29, 2004 6:34 pm 
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Posts: 1090

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PostPosted: Thu Sep 30, 2004 4:05 am 
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Joined: Sat Aug 28, 2004 12:00 am
Posts: 344
Location: Anaheim, CA
nice idea, it sounds like it would work quite well
if it does you could probably addtemplate the pole to it 6 more times(im pretty sure you can add more of the same object to an object if it already exists) with an offset 1 meter taller each time to save yourself from adding 14 objects in the object spawns to get 2 flagpoles.

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PostPosted: Sat Oct 30, 2004 7:38 pm 
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PostPosted: Sat Oct 30, 2004 8:03 pm 
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PostPosted: Tue Feb 01, 2005 9:51 pm 
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Location: 1.80m above the ground
Doesnt spawning a flagpole work? I tried it offline, and i got a flagpole thats static.
Replace vehicle with "flagpole"

ObjectTemplate.create ObjectSpawner FighterSpawner
ObjectTemplate.setObjectTemplate 2 FlagPole
ObjectTemplate.setObjectTemplate 1 FlagPole
ObjectTemplate.MinSpawnDelay 40
ObjectTemplate.MaxSpawnDelay 80
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 40
ObjectTemplate.DamageWhenLost 10

Thats in Wake CTF

Its rotated, but thats because of the rotation set...

EDIT: too bad, doesnt work..

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