SpawnDelayAtStart boolean

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freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: SpawnDelayAtStart boolean

Post by freddy »

It does actually count the spawners, the code setRandomGeometries is from the random head selection for the soldiers, but works on spawners to.
http://bfmods.com/mdt/scripting/ObjectT ... tries.html

If your bulding own CSM mods/maps you can use it for random weapons on vehicles and the like. Its not truly random tho as it counting down the figures rather then just pick a random number.

Here is a bit more info viewtopic.php?f=43&t=56

I havent tried it in any other map then Coral Sea so cant swear it work in Bob
Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: SpawnDelayAtStart boolean

Post by Old Man River »

I couldn't get this working SSM in Britain so I tested this in SSM battle axe with this code and server doesn't crash, but you can not join game without game crashing on loading so looks like it isn't going to work SSM

Code: Select all

ObjectTemplate.create ObjectSpawner willyspawner 
ObjectTemplate.setObjectTemplate 2 KettenKrad
ObjectTemplate.setObjectTemplate 1 KettenKrad
ObjectTemplate.MinSpawnDelay 10
ObjectTemplate.MaxSpawnDelay 30
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 40
ObjectTemplate.DamageWhenLost 10

ObjectTemplate.Active Willy
ObjectTemplate.criticalDamage 50
ObjectTemplate.hpLostWhileCriticalDamage 0.4
ObjectTemplate.addTemplate DestroyerSpawner
rem ObjectTemplate.setPosition 0/-1199.7/0
ObjectTemplate.setPosition 0/2/-6
ObjectTemplate.setRotation -3/-13/0
ObjectTemplate.setRandomGeometries 3


ObjectTemplate.create ObjectSpawner DiveBomberSpawner1
ObjectTemplate.setObjectTemplate 2 Corsair
ObjectTemplate.setSpawnPositionOffset 0/-0.4/0
ObjectTemplate.SpawnDelay 10
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 120
ObjectTemplate.Distance 200
ObjectTemplate.DamageWhenLost 5
ObjectTemplate.team 2
ObjectTemplate.MaxNrOfObjectSpawned 4


ObjectTemplate.create ObjectSpawner DiveBomberSpawner2
ObjectTemplate.setObjectTemplate 2 Spitfire
ObjectTemplate.SpawnDelay 10
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 120
ObjectTemplate.Distance 200
ObjectTemplate.DamageWhenLost 10
ObjectTemplate.team 2
ObjectTemplate.MaxNrOfObjectSpawned 4


ObjectTemplate.create ObjectSpawner DiveBomberSpawner3
ObjectTemplate.setObjectTemplate 2 Mustang
ObjectTemplate.SpawnDelay 10
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 120
ObjectTemplate.Distance 200
ObjectTemplate.DamageWhenLost 10
ObjectTemplate.team 2
ObjectTemplate.MaxNrOfObjectSpawned 4

beginrem

ObjectTemplate.create ObjectSpawner DiveBomberSpawner
ObjectTemplate.setObjectTemplate 2 Spitfire
ObjectTemplate.setObjectTemplate 1 stuka
ObjectTemplate.MinSpawnDelay 40
ObjectTemplate.MaxSpawnDelay 80
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 40
ObjectTemplate.DamageWhenLost 10

endrem
So I tried using a emitter again in battleaxe this time and it worked, so I will retry in BOB must have something conflicting

Code: Select all

ObjectTemplate.create ObjectSpawner willyspawner 
ObjectTemplate.setObjectTemplate 2 KettenKrad
ObjectTemplate.setObjectTemplate 1 KettenKrad
ObjectTemplate.MinSpawnDelay 10
ObjectTemplate.MaxSpawnDelay 30
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 40
ObjectTemplate.DamageWhenLost 10

ObjectTemplate.Active KettenKrad
ObjectTemplate.hpLostWhileDamageFromWater 5
ObjectTemplate.WaterDamageDelay 120
ObjectTemplate.addArmorEffect 10 DiveBomberSpawner 0/0/20

ObjectTemplate.create ObjectSpawner DiveBomberSpawner
ObjectTemplate.setObjectTemplate 1 Sub7C
ObjectTemplate.SpawnDelay 0
ObjectTemplate.team 1
But this has made me wonder if it can be used to make a machine gun with extra fire potion to be added to a Jeep for air support, I know modders in passed have not been able to make a flak panzer due to Flak not having a mobile side but some MGs do
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: SpawnDelayAtStart boolean

Post by freddy »

in the first code theres a DestroyerSpawner added to the willy but then DiveBomberSpawner is 1+2+3 etc maybe Bob is tricky for some mods, its made with battlecraft
Old Man River
Posts: 77
Joined: Mon Jul 30, 2012 5:12 am

Re: SpawnDelayAtStart boolean

Post by Old Man River »

I had to use spawners that are available in the map.
I got the emitter working on BOB, for some reason it didn't like the armour effect being added to a raft, which I thought would be perfect because water damage already killed it. Once I changed it to a kattenrad with a water damage delay that was spawned below water in hold position it worked, I had to double damage to 10 from 5 as it was spawning multiple subs in time before lost.
Tried setting max spawned but this had no effect, but killing bike quicker worked. even travel distances before lost for sub was suspended until bike died, it seems normal setting for emitted. do not take effect until parent vehicle emitting the effect is lost
freddy
Posts: 1267
Joined: Sun Oct 18, 2009 4:58 pm

Re: SpawnDelayAtStart boolean

Post by freddy »

nice! one have to have patience with ssm modding enough to try a lot of different combos :)

i think the emitter setting for water damage is -1 they use that in the pt boats, normally the damage just reach 0 then poff, but the water brings it even lower, iwe used this for planes in coral, to put out liferafts if the crash in the water. normally works well but happens that it freaks out and you can see rafts spawn in the air when you shoot down a plane :D
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