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Battlefield Modding Tutorials BFMODS • View topic - Aberdeen CTF ssm

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Aberdeen CTF ssm
PostPosted: Tue Feb 08, 2005 2:22 pm 
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Joined: Wed Feb 02, 2005 12:00 am
Posts: 18
I'm working on Aberdeen CTF, and I ran into a snag. I'm at work, so posting the code isn't possible...I'll try to spell it out and not ramble. 8O

Aberdeen's main bases are capturable, so I disabled that in the aberdeen_003.rfa (in controlpoints.con set the flag times to 9999, and disable flag turning with a zero at both bases). This works fine on a dedicated test, the flags won't turn in a million years.

The conquest to ctf tut only partially applies though, because there are main bases and flag poles in Aberdeen, where the tut is creating them from scratch. When I pack up the main .rfa with a ctf folder, the game and type show correctly on a dedicated server, but the game crashes to menu when the map is done loading.

The only thing I could come up with is that the ctf.con is creating bases where bases already exist. So I used El Al ctf as a reference, and there are no main bases in the controlpoints.con or controlspawnpoints.con.

I removed the main base references in the main rfa and the 003 rfa, and it still crashes to menu.

Can existing control points be edited or removed and still be a server side mod? I could try making the main bases normal (but uncapturable) control points, and create new main bases elsewhere?


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PostPosted: Tue Feb 08, 2005 5:58 pm 
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