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Battlefield Modding Tutorials BFMODS • View topic - Spawn From Another Soldier?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Fri Jan 16, 2009 12:11 am 
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PostPosted: Fri Jan 16, 2009 12:50 am 
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Location: Charleston S.C.

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PostPosted: Fri Jan 16, 2009 3:33 am 
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On this subject:
I asked about this in the BFV section since they were talking about it already, and they seemed less than helpful (Urglub!!!) So I thought maybe someone here could tell me why, with this code, all the spawnpoints disappear off the map and bad things begin to happen?
rem *** Mass Army mod (US) ***

ObjectTemplate.Active US_Assault
ObjectTemplate.addTemplate fletcherSoldierSpawnalt

ObjectTemplate.Active US_Medic
ObjectTemplate.addTemplate fletchersoldierspawnalt

ObjectTemplate.Active US_Engineer
ObjectTemplate.addTemplate fletchersoldierspawnalt

ObjectTemplate.Active US_Scout
ObjectTemplate.addTemplate fletchersoldierspawnalt

ObjectTemplate.Active German_Medic
ObjectTemplate.addTemplate fletchersoldierspawnalt

rem *** Mass Army Mod (Rus) ***

ObjectTemplate.Active GB_Assault
ObjectTemplate.addTemplate hatsuzukisoldierspawnalt

ObjectTemplate.Active GB_Medic
ObjectTemplate.addTemplate hatsuzukisoldierspawnalt

ObjectTemplate.Active Rus_Engineer
ObjectTemplate.addTemplate hatsuzukisoldierspawnalt

ObjectTemplate.Active Rus_Scout
ObjectTemplate.addTemplate hatsuzukisoldierspawnalt

ObjectTemplate.Active German_Medic_Desert
ObjectTemplate.addTemplate hatsuzukisoldierspawnalt


Those are the kits in the init.con, and the correct ships are spawned on the map. When you connect, the first person on sees no static objects, but sees spawn points, the 2nd person on sees no spawn points but sees static objects, and both are disconnected within 15 seconds of joining. The result I'm looking for is that each team will see one spawn point in the mass of soldiers on the map, in addition to the normal spawn points. (Each team is to move across the map like "a giant amoeba")

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PostPosted: Fri Jan 16, 2009 4:18 am 
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Try adding the spawnpoint to a kit's hippack, not just the kit bundle.

For instance:

ObjectTemplate.Active US_Hip_Pack
ObjectTemplate.addTemplate fletcherSoldierSpawnalt


..or even US_Assault_BackPack. I know this is possible, Quagmire's server had this for awhile I believe.


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PostPosted: Fri Jan 16, 2009 12:31 pm 
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Spawning from soldier kits is actually quite a neat little tool. Cause you can use it to create "Search And Destroy", what you do is select a small map like Berlin, and delete all of the spawn points on the map. Except for a single Flag, capturable of course. Berlin is best for this cause you can spawn players in the Courtyards and leave out the un-caps by changing some flag settings, effectively making the map seem "smaller", you could even edit the out of bounds serverside and make it trully smaller, for a close combat feel. And of course..No Tanks.

Then you add 1 spawn point to a standardized part, like the Helmet, and then 1 for the sniper class. Then you'll spawn randomly on a person.

You can either set the server spawn time to extremely high so that when everyone dies all your tickets die off, or you can set it slightly lower so that you can respawn in like 30 seconds, making it more of a challenge. Set the server time to like 5 minutes, then the team with the lower ticket count will lose. It'd feel more like real war xD


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PostPosted: Fri Jan 16, 2009 8:26 pm 
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Well, I'll try both the hip pack and the helmet addTemplates, and see if they work but, I'd still like to know if anyone has an idea about why I got the results I did.

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PostPosted: Fri Jan 16, 2009 9:34 pm 
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Was the fletcher2 actually on the map? Make sure it is...


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PostPosted: Fri Jan 16, 2009 11:03 pm 
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Yea, both ships were spawned. If they aren't, I though the spawns just won't show up?

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