Server Side Modding

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

All times are UTC - 6 hours [ DST ]


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 Make CTF Versions of non-CTF maps

making a map ctf with only server side mods possible??? HELL YES

i have succesfully made lost_village into a ctf map using only server side mods. i am not all the way finished but heres what i did so far.

first i changed the main lost_village.rfa file to add CTF as a gametype for lost_village. i did this by putting ctf.con in the base level folder for lost village and also in the game types folder. here is what was in it:

run Ctf/SpawnpointManagerSettings
run Ctf/SoldierSpawnTemplates
run Ctf/SoldierSpawns
run Ctf/ObjectSpawnTemplates
if v_arg1 == host
rem ----- Host
rem ----------------------------------------------------------------------------
   run Ctf/ObjectSpawns

   rem *** CREATE FLAG BASES ***
   object.create usbase
   Object.absolutePosition 998.8/71.99/1157.91
   Object.Rotation 0/0/0

   object.create gebase
   Object.absolutePosition 1222.74/71.98/919.42
   Object.Rotation 0/0/0

rem ----------------------------------------------------------------------------
else

rem ----- Join
rem ----------------------------------------------------------------------------
   rem *** CREATE FLAG BASES ***
   object.create flagbase_m1
   Object.absolutePosition 998.8/71.99/1157.91
   Object.Rotation 0/0/0

   object.create flagbase_m1
   Object.absolutePosition 1222.74/71.98/919.42
   Object.Rotation 0/0/0
rem ----------------------------------------------------------------------------
endIf

that made the flags(one at red base and one at the factory), but since lost village was never a ctf map you cant see the flag poles(just the flag). if anyone has any ideas on a way to get a flagpole, i would definately like to hear it!

ok, now we can get out of the main lost_village.rfa file and work with a lost_village_001.rfa file. the only reason i did that change in the main one is because otherwise the server manager doesn't seem to pick up ctf as a new gametype if it is in a *_001.rfa file.

now we have a flag for both teams and an invisible flagpole. but there are NO SPAWN POINTS. unfortunately i have not figured out a way to make control points yet.....so in order for the anyone to actually be able to spawn, i used the adding a spawn point tutorial for both sides, this is what i came up with...

i copied ObjectSpawnTemplates.con and ObjectSpawns.con from the conquest folder to the newly created ctf folder in the _001.rfa file. in ObjectSpawnTemplates.con change the MedievacSpawner to look like this

rem -----------------------------------------
rem ---  MedievacSpawner  ---
rem -----------------------------------------
ObjectTemplate.create ObjectSpawner MedievacSpawner
ObjectTemplate.setObjectTemplate 1 Mi8_Pass1
ObjectTemplate.setObjectTemplate 2 MH53_Passenger3_PCO
ObjectTemplate.MinSpawnDelay 9999
objecttemplate.maxspawndelay 9999
ObjectTemplate.SpawnDelayAtStart 0
objecttemplate.timetolive 9999
objecttemplate.distance 9999
ObjectTemplate.DamageWhenLost 10

ObjectTemplate.Active MH53SoldierSpawn
ObjectTemplate.setEnterOnSpawn 0
ObjectTemplate.Active MH53PassEntry
ObjectTemplate.setEntryRadius 0
ObjectTemplate.Active MH53PilotEntry
ObjectTemplate.setEntryRadius 0
ObjectTemplate.Active Mi8SoldierSpawn
ObjectTemplate.SetEnterOnSpawn 0
ObjectTemplate.Active Mi8Entry
ObjectTemplate.setEntryRadius 0

in ObjectSpawns.con

find the 1 Object.create MedievacSpawner that exists and delete it since nobody is going to be at the airfield it is at.

then. to the end of ObjectSpawns.con i added

rem *** spawn for axis base ***

Object.create MedievacSpawner
Object.absolutePosition 1261/72/903.33
Object.rotation -81/0/0
Object.setTeam 1

Object.create MedievacSpawner
Object.absolutePosition 1231.18/72/893.01
Object.setTeam 1

Object.create MedievacSpawner
Object.absolutePosition 1215.89/72/886.53
Object.rotation -96/0/0
Object.setTeam 1

Object.create MedievacSpawner
Object.absolutePosition 1212.12/72/911.93
Object.rotation -43.5/0/0
Object.setTeam 1

Object.create MedievacSpawner
Object.absolutePosition 1222.22/72/934.63
Object.rotation -85/0/0
Object.setTeam 1

Object.create MedievacSpawner
Object.absolutePosition 1198.18/72/894.94
Object.setTeam 1

Object.create MedievacSpawner
Object.absolutePosition 1223.6/76.32/937.75
Object.rotation 174/0/0
Object.setTeam 1

Object.create MedievacSpawner
Object.absolutePosition 1246.53/72/927.86
Object.setTeam 1

Object.create MedievacSpawner
Object.absolutePosition 1225.57/71.97/920.65
Object.rotation -79.5/0/0
Object.setTeam 1

Object.create MedievacSpawner
Object.absolutePosition 1244.3/72/901.22
Object.setTeam 1

rem *** blue spawns ***

Object.create MedievacSpawner
Object.absolutePosition 979.807/72.235/1166.105
Object.rotation 30/0/0
Object.setTeam 2

Object.create MedievacSpawner
Object.absolutePosition 990.627/72.265/1174.785
Object.rotation 70/0/0
Object.setTeam 2

Object.create MedievacSpawner
Object.absolutePosition 1025.397/71.995/1175.945
Object.rotation -235.5/0/0
Object.setTeam 2

Object.create MedievacSpawner
Object.absolutePosition 1026.157/72.265/1154.155
Object.rotation -191/0/0
Object.setTeam 2

Object.create MedievacSpawner
Object.absolutePosition 999.927/72.235/1157.415
Object.rotation -285.5/0/0
Object.setTeam 2

Object.create MedievacSpawner
Object.absolutePosition 975.247/72.265/1140.225
Object.rotation -5/0/0
Object.setTeam 2

this will let red spawn at the main red base and blue spawn at the factory.

now you still have the UH-60 spawner to use for whatever you want since nobody will be going way down to where it would spawn and also you may want to change the USSniperHvySpawner or move them to somewhere where people can get the .50cals from them. and you still have one more free spawner in the team 2 of the machinegunspawner to change to whatever you want since all the machine guns are set to team one.

this is still definately a work in progress but i was so excited when i figured this out that i had to post it to get some more minds working on it. anyone who makes more progress on doing more server side mods with maps that wern't ctf PLEASE post here since i dont think anyone even knew that this was possible.

What is currently in the rfa file above:
1. lada car for each team at thier base
2. spawn points for red at red base and spawn points for blue at blue base(the factory)
3. .50 cal sniper rifle at each sides base
4. a machine gun at the factory.
5. lada carbomb is commented out but can be easily added by just deleteing the beginrem and endrem surrounding it at the end of spawntemplates.com

cron

©2009
No materials may be duplicated under any circumstances.