Battlefield Modding

The Official Modding Resource for Battlefield 1942 and the Battlefield Series
It is currently Mon Oct 19, 2009 5:30 pm


Getting Started
Getting Started
Prepping Your Files
  Testing Methods
Auto-Start Map
True Testing Enviroment
General How-To's
Stop Base Camping
Removing Out Of Bounds
Stop Base Camping 2
Disabling Parachutes
Add Repair Points
Add Spawn Points
Paradrops
Main Base Swapping
Modifying the Point System
Conquest Ticket System
Making CTF Versions of Maps
Vehicle How-To's
Replace/Add Vehicles
Lock Vehicles
Partially Disabling Vehicles
Totally Disabling Vehicles
Making a Carbomb
Adding Nitrous
Making Amphibious
Performance Tweaking
Adding Healing Supply
Adding/Changing/Removing Carrier Vehicles
Weapon How-To's
Spawn Weapon Kits
Change the Weapon Kits of Soldiers
Modifying Weapon Attributes
Disabling Weapons
Modifying the Damage System
Disabling Overheating
 
 
 
Fix Wall Hacks
How to Fix Wall/Floor Hacks
Basrah's Edge
Lost Village
Stalingrad
Al Khafji Docks
El Alamein
Other Fixes
Leaning F16 Fix
Glass Humvee
Oil Fields Exploding A-10
Operation Bragg Fixes
 
 
References
Object List
Weapon Kits List
Global Object Spawners
Global Soldier Spawns
Projectile Material Numbers
 

How To Swap the Main Bases

yes, this is a very simple mod, not sure if anyone else figured it out but this is what i did. i will use desert combats el_alamein for this example.

in ControlPointTemplates.con:

find the 2 teams bases you want to swap 2 settings for each team base:
ObjectTemplate.spawnGroupId ObjectTemplate.objectSpawnerId

the lines that were swapped are in bold. so for blue once it is swapped on el al it will look like

ObjectTemplate.create ControlPoint AlliesBase
ObjectTemplate.networkableInfo ControlPointInfo
ObjectTemplate.setControlPointName British_Base
ObjectTemplate.radius 5
ObjectTemplate.team 2
ObjectTemplate.spawnGroupId 1
ObjectTemplate.objectSpawnerId 5
ObjectTemplate.areaValue 0
ObjectTemplate.timeToGetControl 9999
ObjectTemplate.timeToLoseControl 9999
ObjectTemplate.disableIfEnemyInsideRadius 0
ObjectTemplate.disableWhenLosingControl 0
ObjectTemplate.loseControlWhenEnemyClose 1
ObjectTemplate.loseControlWhenNotClose 0
ObjectTemplate.geometry flagbase_m1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.unableToChangeTeam 1
ObjectTemplate.addTemplate AnimatedFlag
ObjectTemplate.unableToChangeTeam 1
ObjectTemplate.setPosition 0/8.2/0
ObjectTemplate.setTeamGeometry 1 flagge_m1
ObjectTemplate.setTeamGeometry 2 flagus_m1

and for red:

ObjectTemplate.create ControlPoint AxisBase
ObjectTemplate.networkableInfo ControlPointInfo
ObjectTemplate.setControlPointName German_Base
ObjectTemplate.radius 5
ObjectTemplate.team 1
ObjectTemplate.spawnGroupId 4
ObjectTemplate.objectSpawnerId 4
ObjectTemplate.areaValue 0
ObjectTemplate.timeToGetControl 9999
ObjectTemplate.timeToLoseControl 9999
ObjectTemplate.disableIfEnemyInsideRadius 0
ObjectTemplate.disableWhenLosingControl 0
ObjectTemplate.loseControlWhenEnemyClose 1
ObjectTemplate.loseControlWhenNotClose 0
ObjectTemplate.geometry flagbase_m1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.addTemplate AnimatedFlag
ObjectTemplate.unableToChangeTeam 1
ObjectTemplate.setPosition 0/8.2/0
ObjectTemplate.setTeamGeometry 1 flagge_m1
ObjectTemplate.setTeamGeometry 2 flagus_m1

swapping those two lines makes it so that the right vehicles and soldiers spawn at the bases once they are swapped.

in ControlPoints.con:

find the 2 teams bases you want to swap the Object.absolutePosition for each team base:
the lines that were swapped are in bold.

so once it is swapped on el al it will look like

Object.create AlliesBase
Object.absolutePosition 451.573/40.2/1271.61

Object.create AxisBase
Object.absolutePosition 1694.08/60/804.904

also just on a note i pulled the ControlPointTemplates.con from the el_alamein.rfa in the bf1942 mods folder since that file is not in the dc el_alamein.rfa.

cron

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