Cretan Village spawn problems -1 reply

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Mr_Cheese

FH Dev

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12th June 2004

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#1 13 years ago

Hi folks! I'm still working away on my Cretan Village map and I tested it today on my network against one other player. It instantly went wrong! Firstly though - I've played the map on my own in conquest mode by creating a LAN game and virtually eveything (see below) worked perfectly. When the second player joins and the map restarts stuff goes wrong: - the Bofors (the one with the wheels) and the stationary Bren that I have don't show up or register at all on the host computer. However, they are visible and solid on the client but they can't be used. (These are both just static objects, not spawns) - a Kettenkrad object spawner doesn't work at all and even when there's just one player before the map restart the Kettenkrad only spawns once then never again. I've checked the settings and I don't think there was anything wrong with them. - the F12 fly-by camera doesn't work after the 2nd person's joined. Any ideas? Cheers!




Knoffhoff

I follow teh Moo!

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20th February 2004

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#2 13 years ago

Pretty simple one here:)

1. problem: You can't put useable objects via the staticobjects.con in your map. Make a new objectspawntemplate for them. I guess you want them to spawn only once.If so use this line ObjectTemplate.SpawnDelay 9999 2.problem: Never give the object spawn the same name that the actual object has that spawns there. In your case call it kettengradspawn(or whatever you like) instead of kettenkrad. That should fix you problems. Don't know about the camera view though.




Mr_Cheese

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#3 13 years ago

Excellent! Thanks for that, I'll go fix them now.




Mr_Cheese

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#4 13 years ago

Yup, they're all working fine now. Cheers!




TheDieHardMan

I post to get attention

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24th January 2005

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#5 13 years ago

you can also join us at our page (see signature of knoffhoff or mine) where can find a lot of tips and tricks and other mappers how can give suggestions or ideas to tweak your map a lot further ... you can also write a preview of your maps with some screens to publish on our page either! so see you there.




Kingrudolf

Fan FH Mapper

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9th October 2003

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#6 13 years ago

Christ man, some way of advertising. He didn't even confirm acceptance before you said "so see you there". I myself prefer to "offer" rather than "require".




Mr_Cheese

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#7 13 years ago

And moving on swiftly... Not really a problem but I thought I'd add it here as it's roughly the same subject: is it possible to make a soldier spawn usable by one team only? The situation is I have a flag controlled by the Brits and they spawn in the are around the flag. When the Germans capture it I want them to be able to choose between spawing as a paratrooper over the village or spawining around the flag. The way I have it now is with 2 flags at that point - one that spawns in that area and another that starts grey and is only capable by the Germans and has para spawns over the village.




Admiral Donutz VIP Member

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9th December 2003

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#8 13 years ago

u think http://www.planetbattlefield.com/bf2/tweakin/tutorials/modding/objectpoints/ will be of help then. It explains that you can make an independant spawnpoint by simply not setting an OSId (Object.setOSId X) but it will need an "set Team" though. This will let you end up with to spawnpoints though: one linked to the flag and an independant one set to the germans (kinda like the para spawn on OMG). Perhaps with some testing it might be possible to set a teamID to a single spawnpoint (as in a specific point a soldier spawns at)? I think its worth teh time to try to set a team id for a single spawn.




Mr_Cheese

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#9 13 years ago

Would that mean that only the Germans could use the para spawn then? I can't have it so if the Brits recapture that flag that they could use the para spawn.




Admiral Donutz VIP Member

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#10 13 years ago

yes, http://www.planetbattlefield.com/bf1942/tweakin/tutorials/modding/spawnpoints/ explains it a little better: SpawnPointManagerSettings.con

I find that this file doesn’t serve much purpose unless you’re making a spawn group that isn’t tied to a control point like the para-drop point on Market Garden. But to be safe use it anyway:

  • spawnPointManager.group 4 - Spawn Group ID.
  • spawnPointManager.groupTeam 1 - Team that will be using the spawn point at the start of the round.
  • spawnPointManager.groupIcon test1.tga - Either leave this line the way it is or delete. I have seen no difference in doing either.
  • rem spawnPointManager.groupStatus 0 - REMed out it almost every official map. Leave it or delete it.

Parachute Spawn Point Details

This is incredibly easy to do. Open up your SoldierSpawnTemplates.con file, and for every player spawn point that you want to deploy with an open chute at spawn, just add this line: ObjectTemplate.setSpawnAsParaTroper 1

[indent] ObjectTemplate.create SpawnPoint Airborne_Drop_9 ObjectTemplate.setSpawnId 39 ObjectTemplate.setGroup 7 ObjectTemplate.setSpawnAsParaTroper 1

[/indent] NOTE: Specialized spawn points like the one in Market Garden do not need to be tied to any control point since they cannot be captured. However, they still need their own group ID. Don’t forget to spread them out from each other a little. Also, in the SoldierSpawns.con file, give them a decent altitude of 100-200 above ground for their “Z” coordinate value.




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