Spawn groups question -1 reply

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whataburger

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6th December 2004

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#1 13 years ago

Hey everyone! I have a question about the command "ObjectTemplate.setGroup #" In my map Fjords I wanted to have two Schnellboots61's and two Schnellboots29's. When I added these four boats and fired up the game, I noticed that the spawn points for them were not seperate, but sort of cluttered together. Meaning that only one of those white crosshair-like spawn selectors appeared in the spawn interface (per boat-type). After a lot of mucking about, I found out that since the boats can be spawned on, they must have a spawn point and a spawn group. So when you add two boats with the same spawn group and one spawn-point each, the game is going to think that it is one spawn point, and it will add only one spawn selector. So I put the boats in the map as custom objects, and changed the name and spawn group to something else, but left everything else the same, so that technically it is a different boat with a different spawn group, it just looks and acts exactly the same as the original. But then I noticed that I couldnt just put in any number as the spawn group number. It seemed that some values caused the boat to become allied, meaning that only allies could spawn on it. I ended up looking at the spawn group number of another axis boat and using that, so now it all works. But my question is, how do I know which numbers I can use for the spawn group? Why is it that some numbers made the boat go allied, and some made it go axis? (hope you understood what I meant here, I suck at explaining things :uhm: )




Nordicvs VIP Member

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4th May 2005

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#2 13 years ago

I'm not sure. The Wiki has some general info on this:

"ObjectTemplate.SetGroup <#>

Associates a soldier spawn point with a control flag. So, when a control point is owned by a side, all of its associated spawn points are active. See ControlPointTemplates.con /index.php/ControlPointTemplates.con> for how this file is linked with others by this value. "

Follow the link for more stuff. Not sure if it'll help you, though.




whataburger

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#3 13 years ago

Yeah I saw that too. But it didnt really give any info on what sort of numbers you can use.




Nordicvs VIP Member

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#4 13 years ago

Well, I guess all that's left is the old trial and error approach ;)




Dime_a_Dozen

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31st December 2002

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#5 13 years ago

whataburger, for now, odd spawn groups are axis, and even numbered groups are allied. To get the exact numbers we use currently you'd have to dig into the objects.rfa and look at the carriers, destroyers, etc. I know Hartmann knows better than I do, but I'm not quite positive if creating new groups/ids map-side is going to work as you want it. I currently am playing with 3 carriers on Midway (don't worry, it wont be that many) and although they are created by the map (as I suspect you have done) they share a single common menu spawn point you see in the minimap. So in summary, if I find a solution to my temporary problem, I'll let you know. If I don't, hollar at me with a PM! :p




whataburger

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#6 13 years ago

Well, it only took me a week to get around to posting, but here goes. I found (with the help of knoffhoff) a solution to this "problem" In your conquest folder there is a file called SpawnpointManagerSettings.con, in here there will be a paragraph for each of the spawn groups used in the map. It should look something like this: [color=dimgray]rem spawnPointManagerSettings.con created by Battlecraft 1942[/color]

[color=dimgray]rem ----------------------------------------- [/color] [color=dimgray]rem --- group 1 ---[/color] [color=dimgray]rem ----------------------------------------- [/color] [color=dimgray]spawnPointManager.group 1[/color] [color=dimgray]spawnPointManager.groupTeam 1[/color] [color=dimgray]spawnPointManager.groupIcon test1.tga[/color] [color=dimgray]rem ----------------------------------------- [/color] [color=dimgray]rem --- group 2 ---[/color] [color=dimgray]rem ----------------------------------------- [/color] [color=dimgray]spawnPointManager.group 2[/color] [color=dimgray]spawnPointManager.groupTeam 2[/color] [color=dimgray]spawnPointManager.groupIcon test1.tga[/color] Apperantly, BC adds these paragraps automatically as you add new control points, but if you use Editor42, they wont be added. I havent noticed any problems with not adding new manager paragraphs, but it might be good for something. Anyway, in this file any spawn group number can be assigned to any of the teams, so all I did was to add two new groups (42 and 44, my boats spawn group id's) and assign them both to team 1. Fired up the game and it worked like a charm!