Non static object transform to static

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MillerMod
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Joined: Sat Apr 10, 2010 4:28 pm

Re: Non static object transform to static

Post by MillerMod »

freddy wrote:

Code: Select all

ObjectTemplate.Active eu_well
ObjectTemplate.addTemplate mediclockerRepairpoint
Thx!

This will be the most easiest way for me and yepp i am not modder talented, just making some maps. :)

One thing, where to put exactly these lines?
Let's do some modding ...
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Swaffy
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Re: Non static object transform to static

Post by Swaffy »

Those lines can be put into your map's files. You can also put them in your Archive RFA files but that's not really what the "Active" code is used for. For a game mode specific mod, I've heard a lot about people putting their code into ObjectSpawnTemplates.con file for their game mode.

For a global map-side mod, I like to make a separate .con file to keep my code in.
- Create a file named MapsideMods.con
- Place it in your map's main directory (bf1942/levels/Map_Name/MapsideMods.con)
- Open up the ObjectSpawnTemplates.con of each of your game modes and enter this code:

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rem ----- MillerMod's Mapside Mods -----
run ../../Map_Name/MapsideMods.con
I hope this works well for you. :]
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Diamondback
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Re: Non static object transform to static

Post by Diamondback »

Swaffy wrote:Those lines can be put into your map's files. You can also put them in your Archive RFA files but that's not really what the "Active" code is used for. For a game mode specific mod, I've heard a lot about people putting their code into ObjectSpawnTemplates.con file for their game mode.

For a global map-side mod, I like to make a separate .con file to keep my code in.
- Create a file named MapsideMods.con
- Place it in your map's main directory (bf1942/levels/Map_Name/MapsideMods.con)
- Open up the ObjectSpawnTemplates.con of each of your game modes and enter this code:

Code: Select all

rem ----- MillerMod's Mapside Mods -----
run ../../Map_Name/MapsideMods.con
I hope this works well for you. :]
Would this not be server-side as the new object is now a static object? Just curious here.
See my Strasbourg map project here.
freddy
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Joined: Sun Oct 18, 2009 4:58 pm

Re: Non static object transform to static

Post by freddy »

As Swaffy says the most common is to put the code in the ObjectSpawnTemplates.con file, its a easy thumb rule as it usually works fine with most codes.
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MillerMod
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Re: Non static object transform to static

Post by MillerMod »

Ok, i copied this

Code: Select all

ObjectTemplate.Active eu_well
ObjectTemplate.addTemplate mediclockerRepairpoint
to the conquest/ObjectSpawnTemplates.con file, to the end of teh lines, but this is not working, the well doesn't give any life.

What is wrong? :S
Let's do some modding ...
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... and i love the Siege mod for BF1942 also!
freddy
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Re: Non static object transform to static

Post by freddy »

MillerMod wrote:Before i try this i have a nother question: is it possible to make a static object (eu_well) to heal the nearby soldiers? So can the eu_well will act like a mediclocker?
is it the right name on that well? i assumed you got it from a mod because i cant find it in vanilla bf42.
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MillerMod
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Re: Non static object transform to static

Post by MillerMod »

freddy wrote:
MillerMod wrote:Before i try this i have a nother question: is it possible to make a static object (eu_well) to heal the nearby soldiers? So can the eu_well will act like a mediclocker?
is it the right name on that well? i assumed you got it from a mod because i cant find it in vanilla bf42.
It is vanilla42!

It is on bc42 in basic,

Code: Select all

Object.create well_eu_m1
Object.absolutePosition 487.97/127.33/544.21
Object.rotation 0.00/0.00/0.00
* I tried well_eu also. This is a staticobject.
Let's do some modding ...
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... and i love the Siege mod for BF1942 also!
freddy
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Re: Non static object transform to static

Post by freddy »

oh now i found it :) in MOVE_FILES folder, yeah you have to use the full name for it to work.

Code: Select all

ObjectTemplate.Active well_eu_M1
ObjectTemplate.addTemplate mediclockerRepairpoint
i did just realise that you could propably just spawn the "medic repair point" at the same coordinates as the well instead of the addtemplate stuff

Code: Select all

Object.create mediclockerRepairpoint
Object.absolutePosition 487.97/127.33/544.21
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MillerMod
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Re: Non static object transform to static

Post by MillerMod »

freddy wrote:oh now i found it :) in MOVE_FILES folder, yeah you have to use the full name for it to work.

Code: Select all

ObjectTemplate.Active well_eu_M1
ObjectTemplate.addTemplate mediclockerRepairpoint
i did just realise that you could propably just spawn the "medic repair point" at the same coordinates as the well instead of the addtemplate stuff

Code: Select all

Object.create mediclockerRepairpoint
Object.absolutePosition 487.97/127.33/544.21

Code: Select all

Object.create mediclockerRepairpoint
Object.absolutePosition 487.97/127.33/544.21
This works! :) thx
Let's do some modding ...
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... and i love the Siege mod for BF1942 also!
GoodDayToDie!!
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Re: Non static object transform to static

Post by GoodDayToDie!! »

freddy wrote:Do you want something that just looks like for example an apc or do you mean like an actual apc that cant drive?

Im not the best with this stuff but i think you can just make a simple object using the apc mesh

There is a fun example in the game with an engine that looks like a boat :)

Code: Select all

rem *** Enterprise_Engine ***
ObjectTemplate.create Engine Enterprise_Engine
ObjectTemplate.geometry Daihatsu_m1   <------------------------------
ObjectTemplate.setNetworkableInfo EnterpriseEngineInfo
ObjectTemplate.setMinRotation 0/0/-4000
ObjectTemplate.setMaxRotation 0/0/5000
ObjectTemplate.setMaxSpeed 0/0/5000
ObjectTemplate.setAcceleration 0/0/5000
ObjectTemplate.setInputToRoll c_PIThrottle
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.setEngineType c_ETShip
ObjectTemplate.setTorque 1.5
ObjectTemplate.setDifferential 1.5
ObjectTemplate.setNoPropellerEffectAtSpeed 120



I would like to use the Enterprise in an is82 map, where the ship is a static object, placed in the sky that will serve as part of the obstacle course...which parts of the code should be altered?

GoodDay Sirs
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