Assign a carrier plane spawner flag ID?
- Iced Earth
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Assign a carrier plane spawner flag ID?
A clan member had an idea, and we tried to implement it last night on our server, but no such luck.
What I'm wondering if is possible / What I want to do:
Make it so when japs hold a flag (airfield), their carrier planes do not spawn (to prevent excess plane whoring for axis).
How I thought to do it: Assign the Shokaku plane spawners the airfield ID, setting the team 1 template to blank, but the team 2 template to the regular jap planes.
For testing purposes we changed the carrier vehicles to jeeps in our patch file and that worked, but when the japs took the AF, the vehicles kept spawning on the carrier.
Ideas? I tried .active-ing the shokakuzerospawner / aichispawner, and even activating the ShokakuComplex and setting active template numbers.
Would removing the default ship's plane spawners and replacing it with a different one work? Would OSID even work for a carrier's spawner?
What I'm wondering if is possible / What I want to do:
Make it so when japs hold a flag (airfield), their carrier planes do not spawn (to prevent excess plane whoring for axis).
How I thought to do it: Assign the Shokaku plane spawners the airfield ID, setting the team 1 template to blank, but the team 2 template to the regular jap planes.
For testing purposes we changed the carrier vehicles to jeeps in our patch file and that worked, but when the japs took the AF, the vehicles kept spawning on the carrier.
Ideas? I tried .active-ing the shokakuzerospawner / aichispawner, and even activating the ShokakuComplex and setting active template numbers.
Would removing the default ship's plane spawners and replacing it with a different one work? Would OSID even work for a carrier's spawner?
- Apache Thunder
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Re: Assign a carrier plane spawner flag ID?
OSIDs only work on the Object.create class and not at the objecttemplate level. You will need to spawn the vehicles relative to the map and not as addTemplate entries to the carrier so that they will respond to CP team changes.
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- Iced Earth
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Re: Assign a carrier plane spawner flag ID?
That makes sense...
So essentially this isn't possible? Since the carrier always moves?
@freddy lol yeah man for sure...back to the drawing board it seems. Hey nice avatar btw haha.
So essentially this isn't possible? Since the carrier always moves?
@freddy lol yeah man for sure...back to the drawing board it seems. Hey nice avatar btw haha.
- Iced Earth
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Re: Assign a carrier plane spawner flag ID?
This is what the Swaff would do in this situation:
- Create a static Jappy carrier and U.S. carrier. Place them on the map, replacing the original carriers.
- Put the vehicle spawns there, including the LCVP [Landing Craft, Vehicle, Personnel] on each side
- Add the spawn points with the code "AiEnterOnSpawn" or whatever it's called.
That's the CSM way of doing it. I have no clue how Server Side modding works.
- Create a static Jappy carrier and U.S. carrier. Place them on the map, replacing the original carriers.
- Put the vehicle spawns there, including the LCVP [Landing Craft, Vehicle, Personnel] on each side
- Add the spawn points with the code "AiEnterOnSpawn" or whatever it's called.
That's the CSM way of doing it. I have no clue how Server Side modding works.
Last edited by Swaffy on Sat Feb 12, 2011 8:13 pm, edited 1 time in total.
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- Iced Earth
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Re: Assign a carrier plane spawner flag ID?
It would be close server-side.
The bad thing is that adding a US carrier to wake island messes up the map dynamics. Even the static carrier.
I think if there is no solution we're going to mess with the carrier spawn time.
The bad thing is that adding a US carrier to wake island messes up the map dynamics. Even the static carrier.
I think if there is no solution we're going to mess with the carrier spawn time.
Re: Assign a carrier plane spawner flag ID?
For a lazy way out, just remove the planes from the airfield. But that wouln't be much fun at all.
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- Dennis|8749236
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Re: Assign a carrier plane spawner flag ID?
i know we can assign a carrier as a control point, and if it sunk, it will not spawn unless reload the map..
but, i suggest we can try to put the carrier's code in the map, creat the spawnpoint first and then add into carrier's code..
but, i suggest we can try to put the carrier's code in the map, creat the spawnpoint first and then add into carrier's code..
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