Wreck stay time - Coral 2nd carrier

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Scoop M
Posts: 73
Joined: Wed Oct 31, 2012 2:49 am

Wreck stay time - Coral 2nd carrier

Post by Scoop M »

All ssm

1 # - The default wreck staying time for all land and air vehicles is 10 seconds. Possible to change that mapside ?

2 # - I'm using this code : http://battlefieldmodding.com/ssm/phpBB ... 34b302018e

to insert second carriers on Coral.

I'd like to change the airplane positions on those second carriers. I can insert new planespawners into ObjectSpawnTemplates.con (examples):

Code: Select all

ObjectTemplate.addTemplate Hornet_corsairSpawner
ObjectTemplate.setPosition 8/19.63/-63
ObjectTemplate.setRotation -180/-12.5/0

ObjectTemplate.addTemplate Hornet_sbdSpawner
ObjectTemplate.setPosition -8/20.1/-65
ObjectTemplate.setRotation -180/-12.5/0
but that just inserts new ones and the old ones still remain.

How do I either :

- Control the positions of the old ones ?
Or
- Remove the old ones completely ?
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Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: Wreck stay time - Coral 2nd carrier

Post by Vilespring »

Change "TimeToLive" in the Objects.con file. This tells how long wreck stays. The number is how many seconds.

ObjectTemplate.active Hornet_corsairSpawner
ObjectTemplate.TimeToLive 10


ObjectTemplate.active Hornet_sbdSpawner
ObjectTemplate.TimeToLive 10
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Scoop M
Posts: 73
Joined: Wed Oct 31, 2012 2:49 am

Re: Wreck stay time - Coral 2nd carrier

Post by Scoop M »

ehm ... you're wrong ... :|

timetolive determines the time from last occupied till a vehicle starts selfdestructing.
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Vilespring
Posts: 740
Joined: Sat Nov 24, 2012 5:47 am
Location: Somewere in the United States

Re: Wreck stay time - Coral 2nd carrier

Post by Vilespring »

Oops, I meant something else, he he :oops:


ObjectTemplate.active corsair
ObjectTemplate.TimeToLive 10


ObjectTemplate.active sbd
ObjectTemplate.TimeToLive 10

change the object. I did a huge derp. sorry.
A picture is worth a thousand words, but takes up three thousand times the memory.

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Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: Wreck stay time - Coral 2nd carrier

Post by Old Man River »

you remove template to get rid of old ones, then add yours with active command on the default second carrier. For the coral carrier that are in map just make a patch to overide them as coral carriers are in object templates of map. Just remember not to set up a conflict with spawner commands as both carriers use same spawners for carrier
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: Wreck stay time - Coral 2nd carrier

Post by freddy »

Code: Select all

ObjectTemplate.timeToLiveAfterDeath 10
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