Ok i will try to explain a bit better what im trying to do.
First of all i read all ( yes all ) the tutorials in cluding the one about adding spawnpoints:
http://bfmods.com/tutorialca18.php?page ... icles.html
http://bfmods.com/mdt/scripting/ObjectT ... oLive.html
http://bfmods.com/viewtopic.php?f=6&t=1342
http://bfmods.com/tutorial2e8b.php?page ... f1942.html
http://bfmods.com/tutorial7c59.php?page ... oints.html
viewtopic.php?f=41&t=26
https://www.youtube.com/watch?v=X7ycPX1w1-Y
So i did my searching well and with some help from this forum i finished my modded Midway map succesfully and tested it and its working.
Only thing im stuck with is the 2 extra Soldier spawn/entry points, 1 for each team.
These 2 extra spawn/entry point must become paratrooper spawn/entry points just like the Allied Paratrooper soldier spawn point in the Operation Market Garden map, both in this case 1 for each team.
Picture below:
So let me try to explain what i did first before i went back in here to ask for help.
First i`ve read the tutorial:
http://bfmods.com/tutorial7c59.php?page ... oints.html
Because the tutorial is using the 3 spawnpoints of the carrier i tried the same thing but in my case with the Allied submarine Soldier Spawn/entry point.
On the next screen/picture you see not only the original Spawn/entry points ( the 9 white dots ) but also the yellow and red cross.
Yellow for Allied en Red for Axis side.
Where the yellow and red crosses are, these are the places or coords where i want to add the 2 extra Soldier Spawn/entry points used as a partroop drop/spawn points. ( dont ask me why its above the water thats not important right now).
So i went into ED42 editor and moved the Allied sub to the coords of the yellow cross.
See next picture:
That worked but as you all understand its a bit stupid to move that sub 300 meters or more above the water and use it as a Spawn point that way, beside the fact i need that sub including the spawn point on it on his original place.
I went into the Object.con files searched for the Allied submarine ( in this case the Gato ) and tried to fined the code for the so hard needed Soldiers spawn/entry point to dublicate it.
I found these parts that seems to be the Soldiers Spawn/entry point but without attached/hooked to the submarine:
Code: Select all
rem *** GatoDriverSoldierSpawn ***
ObjectTemplate.create SpawnPoint GatoDriverSoldierSpawn
ObjectTemplate.setSpawnRotation 0/0/0
ObjectTemplate.setSpawnPositionOffset 0/0/0
ObjectTemplate.setSpawnPreventionDelay 0
ObjectTemplate.setSpawnId 0
ObjectTemplate.setGroup 79
rem ObjectTemplate.setEnterOnSpawn 1
ObjectTemplate.setAIEnterOnSpawn 1
ObjectTemplate.setSpawnAsParaTroper 0
rem -------------------------------------
ObjectTemplate.create Bundle GatoComplex
ObjectTemplate.setNetworkableInfo GatoBodyInfo
ObjectTemplate.geometry Gato_Hull_m1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
rem -------------------------------------
ObjectTemplate.addTemplate GatoDriverSoldierSpawn
ObjectTemplate.setPosition 0/2.75/8.8
So i thought it was easy to copy/paste and add it to the correct con files in hope i would have my new extra Soldiers Spawn/entry point on the map.
That should have become a new Spawn group for 8 soldiers spawn points. ( 1 white circle with 8 possible facings each )
Shown on the 2th picture but without the submarine and like the one in Operation Market Garden.
But it is not that simple as i hoped because its not working.
Again and believe me, i spent many hours and multiple days to get my Midway map modded correct but this is the only part im stuck on and i cant find out what im doing wrong.
I tried and tested over and over again before i came back in here to ask for advice again.
So if anybody knows what im doing wrong or can see what i missed i really like to here.
Seriously, i didnt spent "just 5min" working on the issue and 1 min writing the post.
Far from that tbh.
I hope i explained my only and last problem a little better and hope you folks understand what im trying to say and do.