[Help] 957 How to make paradrop

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Zyco187
Posts: 381
Joined: 2010-03-11 19:46

[Help] 957 How to make paradrop - FIXED

Post by Zyco187 »

I am making a US Army vs Mec map and I am tyring to setup a paradrop for USA forces. How do I do this ?
Last edited by Zyco187 on 2010-11-29 17:57, edited 1 time in total.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Help] 957 How to make paradrop

Post by Amok@ndy »

load up a existing map and see how its done

(this is always the first step you should do before asking someone else !!!)
USE THE SEARCH FUNCTION / GOOGLE or work it out yourself
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Zyco187
Posts: 381
Joined: 2010-03-11 19:46

Re: [Help] 957 How to make paradrop

Post by Zyco187 »

I already searched the forums,google, and bfeditor, that did not help. I loaded the paradrop from Yamalia's gpo.con into mine and it didnt work so I thought I would post here to see if anyone could help me. This is what I copy and pasted into my gpo.con and it didnt work...its from yamalia

Code: Select all

rem [ObjectSpawnerTemplate: para]
ObjectTemplate.create ObjectSpawner para
ObjectTemplate.activeSafe ObjectSpawner para
ObjectTemplate.modifiedByUser "fuzzhead"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 paradrop
ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.team 2
ObjectTemplate.teamOnVehicle 1

rem [ObjectSpawnerTemplate: para_0]
ObjectTemplate.create ObjectSpawner para_0
ObjectTemplate.activeSafe ObjectSpawner para_0
ObjectTemplate.modifiedByUser "fuzzhead"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 paradrop
ObjectTemplate.minSpawnDelay 99999
ObjectTemplate.maxSpawnDelay 99999
ObjectTemplate.team 2
ObjectTemplate.teamOnVehicle 1
I found a tut on bfeditor.org on how to drop vehicles. I was thinking about maybe droping couple of hummers and transport trucks too since they do this IRL. Would this be accepted into PR ?
Last edited by Zyco187 on 2010-11-29 17:38, edited 1 time in total.
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Help] 957 How to make paradrop

Post by VapoMan »

You also need object spawner's location located futher down the page under:

if v_arg1 == host

Code: Select all

rem [ObjectSpawner: para_1]
   Object.create para_1
   Object.absolutePosition -1162.344/667.087/1489.428
   Object.rotation 136.435/0.000/0.000
   Object.setControlPointId 1
   Object.layer 2

   rem [ObjectSpawner: para_2]
   Object.create para_2
   Object.absolutePosition -1214.560/668.222/1457.224
   Object.rotation 136.435/0.000/0.000
   Object.setControlPointId 1
   Object.layer 2
Not really sure of what else you need.

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Zyco187
Posts: 381
Joined: 2010-03-11 19:46

Re: [Help] 957 How to make paradrop

Post by Zyco187 »

Thanks Vapoman that fixed the problem. All I had to do was create an object where I needed the drop to be and copy the absolutePosition and place it into the .con file again thanks alot man

I found a tut on bfeditor.org on how to drop vehicles. I was thinking about maybe droping couple of hummers and transport trucks too since they do this IRL. Would this be accepted into PR ?
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