[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
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.
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Amok@ndy
- Retired PR Developer
- Posts: 5144
- Joined: 2008-11-27 22:13
Re: [Help] 957 How to make paradrop
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
(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
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
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 ?
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
Last edited by Zyco187 on 2010-11-29 17:38, edited 1 time in total.
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VapoMan
- Retired PR Developer
- Posts: 1139
- Joined: 2009-05-29 07:11
Re: [Help] 957 How to make paradrop
You also need object spawner's location located futher down the page under:
if v_arg1 == host
Not really sure of what else you need.
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
"Eight glorious sides and eight stunning angles!"
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Zyco187
- Posts: 381
- Joined: 2010-03-11 19:46
Re: [Help] 957 How to make paradrop
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 ?
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 ?
