Server Side Modding

The Official Modding Resource for Battlefield 1942 and Battlefield Vietnam
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Getting Started
Getting Started
Prepping Your Files
  Testing Methods
Auto-Start Map
True Testing Enviroment
General How-To's
Stop Base Camping
Removing Out Of Bounds
Stop Base Camping 2
Disabling Parachutes
Add Repair Points
Add Spawn Points
Paradrops
Main Base Swapping
Modifying the Point System
Conquest Ticket System
Making CTF Versions of Maps
Vehicle How-To's
Replace/Add Vehicles
Lock Vehicles
Partially Disabling Vehicles
Totally Disabling Vehicles
Making a Carbomb
Adding Nitrous
Making Amphibious
Performance Tweaking
Adding Healing Supply
Adding/Changing/Removing Carrier Vehicles
Weapon How-To's
Spawn Weapon Kits
Change the Weapon Kits of Soldiers
Modifying Weapon Attributes
Disabling Weapons
Modifying the Damage System
Disabling Overheating
 
 
 
Fix Wall Hacks
How to Fix Wall/Floor Hacks
Basrah's Edge
Lost Village
Stalingrad
Al Khafji Docks
El Alamein
Other Fixes
Leaning F16 Fix
Glass Humvee
Oil Fields Exploding A-10
Operation Bragg Fixes
 
 
References
Object List
Weapon Kits List
Global Object Spawners
Global Soldier Spawns
Projectile Material Numbers
 

How to add a spawn point for both sides

This will not add a control point... big difference (still working on that one...). These instructions will only allow you to add a spawn point with multiple soldier facings for each team.

There are several ways to accomplish this:

1) Using the Mi8 and/or MH-53
2) Using SpawnPoints of Other Vehicles

1) Using the HiP and MH-53

In order to accomplish this, the Mi8 must be available for the opposition side, and the MH-53 must be available for the coolition side (note that if either of these units are being used, then all the new spawn points and the one's on the Mi8 or MH53 for that side will be like one spawn area, in other words, 1 white dot)

Coolition Spawn Points

If you look at the objects.con for the MH-53 (located in the objects.rfa file), just past the halfway point, you'll see a section that starts with:

rem *** MH53_Passenger3_PCO ***
ObjectTemplate.create PlayerControlObject MH53_Passenger3_PCO
ObjectTemplate.setNetworkableInfo H53_body_info
ObjectTemplate.aiTemplate MH53Passenger3
rem ---------------------------------
ObjectTemplate.addTemplate MH53PassCommon
ObjectTemplate.setPosition -1.497/-0.265/-3.065
ObjectTemplate.setRotation 90/0/0

This object has MH53PassCommon "hooked" to it. Just before this entry is the definition of MH53PassCommon:

rem *** MH53PassCommon ***
ObjectTemplate.create Bundle MH53PassCommon
ObjectTemplate.addTemplate MH53PassCamera
ObjectTemplate.setPostion 0/0.35/0
ObjectTemplate.addTemplate MH53PassSeat
ObjectTemplate.addTemplate MH53PassEntry
ObjectTemplate.addTemplate MH53SoldierSpawn

The MH53SoldierSpawn is our spawn point, therefore all we need to do is add MH53_Passenger3_PCO as many times as we want to an area of our map. Note the setPosition -1.497/-0.265/-3.065 and setRotation 90/0/0. This will be relative to where you place MH53_Passenger3_PCO on your map.

So lets use DesertShield CTF as an example. We would like to add all the original spawn points for the coolition at the desert outpost. First, we'll need to change a spawner. There are no f16's or mig29's in CTF, so in ctf\ObjectSpawnTemplates.con, we'll change fighterspawner to be:

objecttemplate.create objectspawner fighterspawner
objecttemplate.setobjecttemplate 2 MH53_Passenger3_PCO
objecttemplate.setobjecttemplate 1 mig29
objecttemplate.minspawndelay 9999
objecttemplate.maxspawndelay 9999
objecttemplate.spawndelayatstart 0
objecttemplate.timetolive 9999
objecttemplate.distance 9999
objecttemplate.damagewhenlost 10 

Be sure to set the min/maxspawndelay, ttl, and distance to 9999.

Before we move on to these spawn locations, there are some more settings to add to the bottom of this file:

ObjectTemplate.Active MH53SoldierSpawn
ObjectTemplate.setEnterOnSpawn 0

ObjectTemplate.Active MH53PassEntry
ObjectTemplate.setEntryRadius 0

ObjectTemplate.Active MH53PilotEntry
ObjectTemplate.setEntryRadius 0

Although these *shouldn't* matter, it's probly best to tie up these loose ends. These settings prevent anyone from entering the MH-53, and will also force a spawner to be outside the MH-53.

Now look at Conquest\SoldierSpawns.con file. The coordinates of all of the original spawns are at:

object.create outpost_spawn1
object.absoluteposition 1030.27/83.22/787.27
object.rotation 92.28/0/0
rem
rem *** ***
rem
object.create outpost_spawn2
object.absoluteposition 1032.91/83.23/783.1
object.rotation -37.98/0/0
rem
rem *** ***
rem
object.create outpost_spawn3
object.absoluteposition 1025.6/83.02/809.73
object.rotation 123.22/0/0
rem
rem *** ***
rem
object.create outpost_spawn4
object.absoluteposition 1059.61/83.02/779.07
object.rotation -35.64/0/0
rem
rem *** ***
rem
object.create outpost_spawn5
object.absoluteposition 1045.18/83.02/781.03
object.rotation 0/0/0

Now, if we didn't have the setPosition/setRotation set on our soldier spawner, then we could just create fighterspawner's at all of these coordinates. But because things are offset, we need to do the following:

If a coordinate is x/z/y, we need to add 1.497 to x, 0.265 to z, and 3.065 to y. Also, all rotations need to be countered by 90 degrees. This will give us the following results, which we will put at the end of ctf\ObjectSpawns.con

rem *** cofor new spawn ***
Object.create fighterspawner
Object.absolutePosition 1031.767/83.485/790.335
Object.rotation 2.28/0/0
Object.setOSId 2
Object.setTeam 2

Object.create fighterspawner
Object.absolutePosition 1034.407/83.495/786.165
Object.rotation -127.98/0/0
Object.setOSId 2
Object.setTeam 2

Object.create fighterspawner
Object.absolutePosition 1027.097/83.285/812.795
Object.rotation 33.22/0/0
Object.setOSId 2
Object.setTeam 2

Object.create fighterspawner
Object.absolutePosition 1061.107/83.285/782.135
Object.rotation 125.64/0/0
Object.setOSId 2
Object.setTeam 2

Object.create fighterspawner
Object.absolutePosition 1046.677/83.285/794.095
Object.rotation -90/0/0
Object.setOSId 2
Object.setTeam 2

Opposition Spawn Points

Now as for the opposition side... well.. they already have two Mi8s, so we can't do the same thing with them. We would either need to remove the existing Mi8's to free up their soldier spawn, or someone needs to find a new way to make new spawn points (I'm hoping the ladder!).

but anyways, if you wanted to use the Mi8's soldier spawn, and you remove the existing Mi8's from the map, then look at the Mi8's objects.con in the objects.rfa file, you'll see the lines that start with:

ObjectTemplate.create PlayerControlObject Mi8_Pass1
ObjectTemplate.setNetworkableInfo Mi8_body_info
ObjectTemplate.aiTemplate Mi8Passenger3
rem ---------------------------------
ObjectTemplate.addTemplate lodMi8Cockpit
ObjectTemplate.setPosition 0/1/7
ObjectTemplate.addTemplate Mi8PassCommon
ObjectTemplate.setPosition -.6609/.588/6.9962
ObjectTemplate.setRotation 90/0/0
ObjectTemplate.addTemplate Mi8Entry
ObjectTemplate.addTemplate Mi8SoldierSpawn

Mi8_Pass1 is what we want.. notice it has Mi8SoldierSpawn hooked right to it. Add the following lines to the bottom of this file:

ObjectTemplate.Active Mi8SoldierSpawn
ObjectTemplate.SetEnterOnSpawn 0


ObjectTemplate.Active Mi8Entry
ObjectTemplate.setEntryRadius 0

Now Change ctf\ObjectSpawnTemplates.con to read this this for the fighterspawner:

objecttemplate.create objectspawner fighterspawner
objecttemplate.setobjecttemplate 2 MH53_Passenger3_PCO
objecttemplate.setobjecttemplate 1 Mi8_Pass1

Notice there is no offset for the Mi8's spawner, so we'll just use the same coordinates as the conquest version uses. We're going to spawn at the eastpoint spawns. Using those coordinates, we'll make the following additions to our ctf\ObjectSpawns.con:

rem *** cofor new spawn ***
Object.create fighterspawner
Object.absolutePosition 1191.05/81.59/1196.85
Object.rotation 97.04/0/0
Object.setOSId 1
Object.setTeam 1

Object.create fighterspawner
Object.absolutePosition 1230.26/81.78/1151.08
Object.rotation 91.8/0/0
Object.setOSId 1
Object.setTeam 1

Object.create fighterspawner
Object.absolutePosition 1196.13/81.8/1151.22
Object.rotation 91.98/0/0
Object.setOSId 1
Object.setTeam 1

Object.create fighterspawner
Object.absolutePosition 1241.54/81.61/1175.2
Object.rotation -135.8/0/0
Object.setOSId 1
Object.setTeam 1

Object.create fighterspawner
Object.absolutePosition 1224.17/81.7/1209.68
Object.rotation -148.94/0/0
Object.setOSId 1
Object.setTeam 1

Object.create fighterspawner
Object.absolutePosition 1252.7/87.83/1212.81
Object.rotation -152.76/0/0
Object.setOSId 1
Object.setTeam 1

2) Using the Soldier Spawners of Other Vehicles

What if the HiP and/or MH-53 is already in the map? Or what if you want more than two spawn point groups?

These things are possible, depending on how badly you want such things. The nice thing about the HiP and MH-53 is that the SpawnPoints were addTemplate'ed to child PCO's, and we just spawned those child PCOs. For the other vehicles, the SpawnPoints are addTemplate'ed to the Complex bundle of the object, which sucks. Basically, what we can do is rem out the SpawnPoints on vehicles in the objects.rfa, and then use them for spawn points in maps where we need them, or, in cases where we want to use the vehicle, we add them back to that vehicle.

For example, if you look at the Shokaku's objects.con file, you'll notice there are three soldier spawns defined (midway down):

rem *** ShokakuDriverSoldierSpawn ***
ObjectTemplate.create SpawnPoint ShokakuDriverSoldierSpawn
ObjectTemplate.setSpawnRotation 0/0/0
ObjectTemplate.setSpawnPositionOffset 0/0/0
ObjectTemplate.setSpawnPreventionDelay 0
ObjectTemplate.setSpawnId 0
ObjectTemplate.setGroup 75
rem ObjectTemplate.setEnterOnSpawn 1
ObjectTemplate.setAIEnterOnSpawn 1
ObjectTemplate.setSpawnAsParaTroper 0


rem *** ShokakuDaihatsuSoldierSpawn ***
ObjectTemplate.create SpawnPoint ShokakuDaihatsuSoldierSpawn
ObjectTemplate.setSpawnRotation 0/0/0
ObjectTemplate.setSpawnPositionOffset 0/0/0
ObjectTemplate.setSpawnPreventionDelay 0
ObjectTemplate.setSpawnId 0
ObjectTemplate.setGroup 76
rem ObjectTemplate.setEnterOnSpawn 0
ObjectTemplate.setAIEnterOnSpawn 1
ObjectTemplate.setSpawnAsParaTroper 0


rem *** ShokakuAirCraftSoldierSpawn ***
ObjectTemplate.create SpawnPoint ShokakuAirCraftSoldierSpawn
ObjectTemplate.setSpawnRotation 0/0/0
ObjectTemplate.setSpawnPositionOffset 0/0/0
ObjectTemplate.setSpawnPreventionDelay 0
ObjectTemplate.setSpawnId 0
ObjectTemplate.setGroup 77
ObjectTemplate.setAIEnterOnSpawn 0
ObjectTemplate.setSpawnAsParaTroper 0

These SpawnPoints are addTemplate'ed to the ShokakuComplex bundle earlier in the file like this:

ObjectTemplate.create Bundle ShokakuComplex
rem ObjectTemplate.setNetworkableInfo ShokakuBodyInfo
ObjectTemplate.geometry Shokaku_M1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.hasMobilePhysics 1
rem -------------------------------------
ObjectTemplate.addTemplate ShokakuDriverSoldierSpawn
ObjectTemplate.setPosition 8.5/13/35
ObjectTemplate.addTemplate ShokakuDriverSoldierSpawn
ObjectTemplate.setPosition 8.5/13/38
ObjectTemplate.addTemplate ShokakuDaihatsuSoldierSpawn
ObjectTemplate.setPosition 5.6/3.47/-122.7
ObjectTemplate.addTemplate ShokakuDaihatsuSoldierSpawn
ObjectTemplate.setPosition -5.6/3.47/-122.7

The next few lines also addTemplate the vehicle spawners as well. What we're going to do is rem out all of these lines (including the vehicles, which I will explain why below) so that this section looks like this:

rem *** ShokakuComplex ***
ObjectTemplate.create Bundle ShokakuComplex
rem ObjectTemplate.setNetworkableInfo ShokakuBodyInfo
ObjectTemplate.geometry Shokaku_M1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.hasMobilePhysics 1
rem -------------------------------------
rem --- REM'ed out... add back in for maps with shokaku
beginrem
ObjectTemplate.addTemplate ShokakuDriverSoldierSpawn
ObjectTemplate.setPosition 8.5/13/35
ObjectTemplate.addTemplate ShokakuDriverSoldierSpawn
ObjectTemplate.setPosition 8.5/13/38
ObjectTemplate.addTemplate ShokakuDaihatsuSoldierSpawn
ObjectTemplate.setPosition 5.6/3.47/-122.7
ObjectTemplate.addTemplate ShokakuDaihatsuSoldierSpawn
ObjectTemplate.setPosition -5.6/3.47/-122.7
ObjectTemplate.addTemplate ShokakuAirCraftSoldierSpawn
ObjectTemplate.setPosition -6.779/13.1/-43
ObjectTemplate.addTemplate ShokakuAirCraftSoldierSpawn
ObjectTemplate.setPosition 1.9/13.5/-36
ObjectTemplate.addTemplate ShokakuMigSpawner
ObjectTemplate.setPosition -2.899/13.7/-47
ObjectTemplate.setRotation 0/0/0
ObjectTemplate.addTemplate ShokakuHindSpawner
ObjectTemplate.setPosition 7.2/14/-30
ObjectTemplate.setRotation 0/-3/0
ObjectTemplate.addTemplate ShokakuDaiHatsuSpawner
ObjectTemplate.setPosition -10.159/2.46/-117.394
ObjectTemplate.setRotation -10/0/0
ObjectTemplate.addTemplate ShokakuDaiHatsuSpawner
ObjectTemplate.setPosition 10.159/2.64/-117.394
ObjectTemplate.setRotation 10/0/0
endrem

Now save and repack your Objects.rfa. You also may want to copy and paste that code above to a text file somewhere, because you will need it come time that you want the Shokaku back to normal

First, Getting the Vehicle Back to Normal

Before I go on explaining how to use these SpawnPoints, let me explain how to get the vehicle back to normal in maps where it's being used.

If you do nothing, then you'll still get the vehicle, but you'll get it without any SpawnPoints. In the example above, if we wanted to add back that block of code we remmed out, we can ObjectTemplate.Active the ShokakuComplex Bundle, and then just addTemplate everything back in (this can be done at the end of you ObjectSpawnTemplates.con in your map rfa):

rem --- Get our SpawnPoints and Vehicles Back ---
ObjectTemplate.Active ShokakuComplex
ObjectTemplate.addTemplate ShokakuDriverSoldierSpawn
ObjectTemplate.setPosition 8.5/13/35
ObjectTemplate.addTemplate ShokakuDriverSoldierSpawn
ObjectTemplate.setPosition 8.5/13/38
ObjectTemplate.addTemplate ShokakuDaihatsuSoldierSpawn
ObjectTemplate.setPosition 5.6/3.47/-122.7
ObjectTemplate.addTemplate ShokakuDaihatsuSoldierSpawn
ObjectTemplate.setPosition -5.6/3.47/-122.7
ObjectTemplate.addTemplate ShokakuAirCraftSoldierSpawn
ObjectTemplate.setPosition -6.779/13.1/-43
ObjectTemplate.addTemplate ShokakuAirCraftSoldierSpawn
ObjectTemplate.setPosition 1.9/13.5/-36
ObjectTemplate.addTemplate ShokakuMigSpawner
ObjectTemplate.setPosition -2.899/13.7/-47
ObjectTemplate.setRotation 0/0/0
ObjectTemplate.addTemplate ShokakuHindSpawner
ObjectTemplate.setPosition 7.2/14/-30
ObjectTemplate.setRotation 0/-3/0
ObjectTemplate.addTemplate ShokakuDaiHatsuSpawner
ObjectTemplate.setPosition -10.159/2.46/-117.394
ObjectTemplate.setRotation -10/0/0
ObjectTemplate.addTemplate ShokakuDaiHatsuSpawner
ObjectTemplate.setPosition 10.159/2.64/-117.394
ObjectTemplate.setRotation 10/0/0

OK, now to add the spawn points

Now to actually add the spawnpoints, it's real simple. Just Object.Create one of the three SpawnPoints for every spawn you want. There is one catch tho! You will need to hide the vehicle somewhere on the map that those spawnpoints originally belonged to (don't ask me why... it's just the way of things).

Lets say for example I want to add two spawn groups, with three spawns each (two white circles with 3 possible facings each). Som sample code could look like this:

rem --- Spawn Group #1
Object.create ShokakuDriverSoldierSpawn
Object.absolutePosition 1251.57/74.277/922.027
Object.rotation -90/0.00/0.00

Object.create ShokakuDriverSoldierSpawn
Object.absolutePosition 1222.81/73.4/942.8
Object.rotation 180/0.00/0.00

Object.create ShokakuDriverSoldierSpawn
Object.absolutePosition 1201.19/73.3/902.44
Object.rotation 90/0.00/0.00

rem --- Spawn Group #2
Object.create ShokakuDaihatsuSoldierSpawn
Object.absolutePosition 993.7/73.2/1171.7
Object.rotation 180/0.00/0.00

Object.create ShokakuDaihatsuSoldierSpawn
Object.absolutePosition 975.01/73.35/1136.13
Object.rotation 80/0.00/0.00

Object.create ShokakuDaihatsuSoldierSpawn
Object.absolutePosition 974.7/73.35/1121.41
Object.rotation 80/0.00/0.00 

Of course, you would use your own coordinates.

Adding the Vehicle that originally spawned these soldiers

For some reason, in the example above, we gotta add the Shokaku to the map in order for the soldier spawnspoints to actually show. I usually place them 750 meters in the air in the far corner of the map. For example, in my Lost Village CTF modded map, I used the following code:

rem -----------------------------------------
Object.create CarrierSpawner
Object.absolutePosition 843/750/543
Object.rotation 0.00/0.00/0.00
Object.setOSId 2
Object.setTeam 2
ObjectTemplate.HoldObject 1 

This placed it way high above the CoFor choppers. Note the "ObjectTemplate.HoldObject 1". You need this line so that the carrier is held in place.

Also notice that I had to use a spawner in ObjectSpawnTemplates.con for the Shokaku (in this case, I used CarrierSpawner).

Of course, now you can see why I remmed out the vehicles as well. It prevents i curious weener from choppering up to the carrier, and stealing an aircraft!

Also, for completeness, you may want to lock out anyone from getting into the carrier. Simply find the EntryPoint for the vehicle in question, objectTemplate.Active it, and place "objectTemplate.setEntryRadius 0" under it. For the Shokaku, that would be:

ObjectTemplate.Active ShokakuEntry
ObjectTemplate.setEntryRadius 0

You can find a list of SpawnPoints and their names in the Reference section: Global Soldier Spawns

cron

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