Re: Objective Mode question
Posted: Mon Jan 25, 2010 7:52 pm
DC weapons bunkers was an objective map? Maybe another good map to take a look at to see how its done.
A website for modding Battlefield 1942, BF2, BFV, and the Battlefield Series
https://www.bfmods.com/
Code: Select all
ObjectTemplate.active MLRSComplex
ObjectTemplate.addTemplate ArtySoldierSpawn
ObjectTemplate.setPosition 20/0/5
ObjectTemplate.setRotation 90/0/0
ObjectTemplate.create SpawnPoint ArtySoldierSpawn
ObjectTemplate.setSpawnId 0
ObjectTemplate.setGroup 65
ObjectTemplate.setEnterOnSpawn 0
ObjectTemplate.setAIEnterOnSpawn 0
ObjectTemplate.setSpawnAsParaTroper 0
Code: Select all
*Objectivemode.con *Directly under the folder GameTypes Under the same contents
- As for fumbling by yourself about the number -
As for contents from here ↓
rem defender tickets are set to 100 (Defensive side ticket)
Game.setNumberOfTickets 2 140 (Appointment and ticket of attack camp)
Game.setTicketLostPerMin 1 0 (However the ticket decrease ratio [po] of team 1 it is and * passes even with 0…)
Game.setTicketLostPerMin 2 0 (Decrease ratio of team 2, here 0 is)
run ObjectiveMode/SpawnpointManagerSettings
run ObjectiveMode/SoldierSpawnTemplates
run ObjectiveMode/SoldierSpawns
run ObjectiveMode/ObjectSpawnTemplates
run ObjectiveMode/ControlPointTemplates
run ObjectiveMode/ObjectiveSpawnerTemplates v_arg1
if v_arg1 == host
rem ----- Host
rem ----------------------------------------------------------------------------
run ObjectiveMode/ObjectSpawns
run ObjectiveMode/ControlPoints v_arg1
run ObjectiveMode/ObjectiveSpawners v_arg1
rem ----------------------------------------------------------------------------
rem endIf
run ObjectiveMode/ObjectiveCommon v_arg1
rem *** EndOfFile ***
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*ObjectiveCommon.con
As for contents from here ↓
rem =========== Objective Manager Stuff===============================
objectiveManager.setDefender 1 (Defense side setting)
objectiveManager.registerObjectSpawner ObjectiveSpawner01(The number of destructive objects, here 1-4, unless it registers here, the red circle is not attached)
objectiveManager.registerObjectSpawner ObjectiveSpawner02
objectiveManager.registerObjectSpawner ObjectiveSpawner03
objectiveManager.registerObjectSpawner ObjectiveSpawner04
objectiveManager.registerObjectSpawner ALLIED
objectiveManager.registerObjectSpawner AXIS
objectiveManager.setRootObjectSpawner 1 AXIS
objectiveManager.setRootObjectSpawner 2 ALLIED
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*ObjectiveSpawners.con
As for contents from here ↓
if v_arg1 == host
rem ============================= OBJECTS to destroy ================
rem -----------------------------------------
rem --- AA ---(Position and name etc of destructive object AA )
rem -----------------------------------------
Object.create AA_Spawner
Object.absolutePosition 501.49/95.50/388.99
Object.rotation 0.00/0.00/0.00
Object.setName AA1
Object.setTeam 1
rem -----------------------------------------
rem --- AA ---
rem -----------------------------------------
Object.create AA_Spawner
Object.absolutePosition 355.74/95.50/439.93
Object.rotation 0.00/0.00/0.00
Object.setName AA2
Object.setTeam 1
rem -----------------------------------------
rem --- AA ---
rem -----------------------------------------
Object.create AA_Spawner
Object.absolutePosition 447.47/95.50/583.77
Object.rotation 0.00/0.00/0.00
Object.setName AA3
Object.setTeam 1
rem -----------------------------------------
rem --- AA ---
rem -----------------------------------------
Object.create AA_Spawner
Object.absolutePosition 574.11/95.50/452.54
Object.rotation 0.00/0.00/0.00
Object.setName AA4
Object.setTeam 1
rem -----------------------------------------
rem --- signal ---
rem -----------------------------------------
Object.create signal_Spawner
Object.absolutePosition 451.04/96.58/475.60
Object.rotation 0.00/-88.57/0.00
Object.setName signal1
Object.setTeam 1
endrem
rem // Axis = 1 , Allied = 2
rem ============================= ATTACKERS ========================================
Object.create DestroyAA_Objective_Spawner1(Destruction object setting)
object.setName ObjectiveSpawner01
Object.create DestroyAA_Objective_Spawner2
object.setName ObjectiveSpawner02
Object.create DestroyAA_Objective_Spawner3
object.setName ObjectiveSpawner03
Object.create DestroyAA_Objective_Spawner4
object.setName ObjectiveSpawner04
Object.create Destroysignal_Objective_Spawner1
object.setName ObjectiveSpawner05
object.create ANDCompositeObjectiveSpawner(1-5 target " Target " It handles as)
object.setName ALLIED
object.create TimerObjectiveSpawner(The timer and others the [i] which is done)
object.setName AXIS
endIf
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*ObjectiveSpawnerTemplates.con
As for contents from here ↓
rem ======== Networkable ============================
NetworkableInfo.createNewInfo ObjectiveInfo
NetworkableInfo.setPredictionMode PMNone
NetworkableInfo.setBasePriority c_NIGhostAlways
rem ================ ObjectiveTemplates =====================
rem // Axis = 1 , Allied = 2
ObjectTemplate.create DestroyTargetObjective DestroyAA1
ObjectTemplate.setNetworkableInfo ObjectiveInfo
ObjectTemplate.setTargetName AA1(The name which is set inside ObjectiveSpawners)
ObjectTemplate.ObjectiveName SouthAA(The name which is indicated in BF)
ObjectTemplate.setObjectiveDelay 1.0
ObjectTemplate.setTeam 2
ObjectTemplate.create DestroyTargetObjective DestroyAA2
ObjectTemplate.setNetworkableInfo ObjectiveInfo
ObjectTemplate.setTargetName AA2
ObjectTemplate.ObjectiveName WestAA
ObjectTemplate.setObjectiveDelay 1.0
ObjectTemplate.setTeam 2
ObjectTemplate.create DestroyTargetObjective DestroyAA3
ObjectTemplate.setNetworkableInfo ObjectiveInfo
ObjectTemplate.setTargetName AA3
ObjectTemplate.ObjectiveName NorthAA
ObjectTemplate.setObjectiveDelay 1.0
ObjectTemplate.setTeam 2
ObjectTemplate.create DestroyTargetObjective DestroyAA4
ObjectTemplate.setNetworkableInfo ObjectiveInfo
ObjectTemplate.setTargetName AA4
ObjectTemplate.ObjectiveName EastAA
ObjectTemplate.setObjectiveDelay 1.0
ObjectTemplate.setTeam 2
ObjectTemplate.create DestroyTargetObjective Destroysignal1
ObjectTemplate.setNetworkableInfo ObjectiveInfo
ObjectTemplate.setTargetName signal1
ObjectTemplate.ObjectiveName Radio
ObjectTemplate.setObjectiveDelay 1.0
ObjectTemplate.setTeam 2
ObjectTemplate.create ANDCompositeObjective Composite
ObjectTemplate.setNetworkableInfo ObjectiveInfo
ObjectTemplate.addObjectiveSpawnerToComposite ObjectiveSpawner01
ObjectTemplate.addObjectiveSpawnerToComposite ObjectiveSpawner02
ObjectTemplate.addObjectiveSpawnerToComposite ObjectiveSpawner03
ObjectTemplate.addObjectiveSpawnerToComposite ObjectiveSpawner04
ObjectTemplate.addObjectiveSpawnerToComposite ObjectiveSpawner05
ObjectTemplate.setObjectiveDelay 3.0
ObjectTemplate.setTeam 2
ObjectTemplate.create TimerObjective Timer
ObjectTemplate.setNetworkableInfo ObjectiveInfo
ObjectTemplate.TimeLimit 900.0
ObjectTemplate.setObjectiveDelay 3.0
ObjectTemplate.setTeam 1
rem ============== ObjectTemplate for the objects to be destoryed ================
rem if v_arg1 == host
rem -----------------------------------------
rem --- AA ---
rem -----------------------------------------
ObjectTemplate.create ObjectSpawner AA_Spawner(The thing setting which it destroys)
ObjectTemplate.setObjectTemplate 1 flak38
ObjectTemplate.setObjectTemplate 2 flak38
ObjectTemplate.SpawnDelay 9999
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 200
ObjectTemplate.teamOnVehicle 2
rem -----------------------------------------
rem --- signal ---
rem -----------------------------------------
ObjectTemplate.create ObjectSpawner signal_Spawner
ObjectTemplate.setObjectTemplate 1 signalpanel_m1
ObjectTemplate.setObjectTemplate 2 signalpanel_m1
ObjectTemplate.SpawnDelay 9999
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 200
ObjectTemplate.teamOnVehicle 2
rem ================= OjectiveSpawnerTemplates =======================================
ObjectTemplate.create ObjectSpawner DestroyAA_Objective_Spawner1
ObjectTemplate.setObjectTemplate 1 DestroyAA1
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.setTeam 1
ObjectTemplate.create ObjectSpawner DestroyAA_Objective_Spawner2
ObjectTemplate.setObjectTemplate 1 DestroyAA2
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.setTeam 1
ObjectTemplate.create ObjectSpawner DestroyAA_Objective_Spawner3
ObjectTemplate.setObjectTemplate 1 DestroyAA3
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.setTeam 1
ObjectTemplate.create ObjectSpawner DestroyAA_Objective_Spawner4
ObjectTemplate.setObjectTemplate 1 DestroyAA4
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.setTeam 1
ObjectTemplate.create ObjectSpawner Destroysignal_Objective_Spawner1
ObjectTemplate.setObjectTemplate 1 Destroysignal1
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.setTeam 1
ObjectTemplate.create ObjectSpawner ANDCompositeObjectiveSpawner
ObjectTemplate.setObjectTemplate 1 Composite
ObjectTemplate.setTeam 1
ObjectTemplate.create ObjectSpawner TimerObjectiveSpawner
ObjectTemplate.setObjectTemplate 1 Timer
ObjectTemplate.setSpawnDelay 1
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.setTeam 1
rem endIf
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* General note. Because the definition is repeated, way you do not make a mistake in the thing name which is created. In addition, making a mistake in the team which is set it is useless.