Rommel1l
Member
+2|6934
When playing on Jalalabad if/when the USMC team takes the Outpost flag a 3rd tank will spawn for USMC.

After playing Jalalabad quit frequently I have noticed that after taking the Outpost flag and immediately moving the MEC HMMV off of the tank spawn that the 3rd USMC tank has spawned at different times. 

I have tried to figure this out and am baffled.  Does anyone know what conditions need to be in place for the USMC 3rd tank to spawn immediately.   I've tried moving and destroying the HMMV and the spawn times haven't been altered.  There is another action needed to create the faster spawn.  What is it?

My last assumption rests with  the Lake Flag.   Having this flag or not could be a factor?
..teddy..jimmy
Member
+1,393|6919
No idea Rommel, sorry
Rommel1l
Member
+2|6934
Teddy what happened m8.......havent talked to you in awhile?
..teddy..jimmy
Member
+1,393|6919

Rommel1l wrote:

Teddy what happened m8.......havent talked to you in awhile?
I was on TS yesterday dude with you and butler, I heard Heim tried to kick me..is that true?
Rommel1l
Member
+2|6934
No I dont know m8.  Havent heard anything about that.  Dont recall that happening.
..teddy..jimmy
Member
+1,393|6919

Rommel1l wrote:

No I dont know m8.  Havent heard anything about that.  Dont recall that happening.
Lol dreaming, kk, ill quit hijacking your thread m8
MajorHoulahan_MASH
Member
+31|6992
As soon as USMC captured you have to DESTROY the MEC transport truck that stands on the 3rd tanks spawn.
That means, if someone drove that transport truck to somewhere and left it there intact, the 3rd tank wont spawn.
So the spawn time depends on the time that transport remains in play; although the 3rd tank still takes  much longer to spawn than the tanks at main, i think twice the time or so.
Have not noticed if the Lake flag has anything to do with it.
Hurricane
Banned
+1,153|6900|Washington, DC

Someone could load up the BFEditor and check it out themselves.
bullit
Tank Troll
+71|6959|London, UK
50 seconds i think cant remember cause i never get blown when iam in that tank lol

Last edited by bullit (2007-03-04 10:51:50)

Titch2349
iz me!
+358|6622|uk

I am also baffled

rem [ObjectSpawnerTemplate: CP_64_RtJ_Outpost_0_HeavyJeep]
ObjectTemplate.create ObjectSpawner CP_64_RtJ_Outpost_0_HeavyJeep
ObjectTemplate.activeSafe ObjectSpawner CP_64_RtJ_Outpost_0_HeavyJeep
ObjectTemplate.modifiedByUser "danri"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 JEP_VODNIK
ObjectTemplate.setObjectTemplate 2 ustnk_m1a2
Shows basically, that either a Vodnik, or a M1A2 spawn there depending on who has the flag.

rem [ObjectSpawner: CP_64_RtJ_Outpost_0_HeavyJeep]
   Object.create CP_64_RtJ_Outpost_0_HeavyJeep
   Object.absolutePosition -38.401/39.069/-238.851
   Object.rotation 32.078/0.000/0.000
   Object.setControlPointId 302
   Object.layer 4
Shows the position, and the angle, that the tank will spawn, and the control point that the spawn is linked to. Layer 4 means that it only spawns on 64 player maps.

rem [ControlPointTemplate: CP_64_RtJ_Outpost_0]
ObjectTemplate.create ControlPoint CP_64_RtJ_Outpost_0
ObjectTemplate.activeSafe ControlPoint CP_64_RtJ_Outpost_0
ObjectTemplate.modifiedByUser "danri"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName CP_64_RtJ_Outpost_0
ObjectTemplate.radius 20
ObjectTemplate.radiusOffset -2/0/-3
ObjectTemplate.team 1
ObjectTemplate.controlPointId 302
ObjectTemplate.areaValueTeam1 17
ObjectTemplate.areaValueTeam2 25
ObjectTemplate.timeToGetControl 18
ObjectTemplate.timeToLoseControl 18
ObjectTemplate.loseControlWhenEnemyClose 0
ObjectTemplate.hoistMinMax 0.2/0.9
This is all about the flag, Basically shows the radius of the flag, the team who starts with it, how long it takes to cap it etc etc. It also shows us that this is the control point that it is linked to- "ObjectTemplate.controlPointId 302" matches with "Object.setControlPointId 302" on the tank.
Stubbee
Religions Hate Facts, Questions and Doubts
+223|7013|Reality
I believe the spawn times are identical. However as said above the Vodnik has to be destroyed before the tank appears.

I'll wager that if you destroy the 2 M1A1 from US main and the Vodnik at the same time, all 3 tanks will appear simultaneously.
The US economy is a giant Ponzi scheme. And 'to big to fail' is code speak for 'niahnahniahniahnah 99 percenters'
Titch2349
iz me!
+358|6622|uk

Sorry man, but i don't know what you mean.

I have just been on a empty server, and everytime i capped the Outpost, and destryoed the vodnik, the Tank spawned every time after exactly 30 seconds.

1) Somehow cap Outpost
2) Destroy the Vodnik in its place
3) Survive 30 seconds
4) Jump in the newly spawned tank.

The only thingsi can think of is why your tank isnt spawning is because you actually need to destroy the vodnik- you cant move it,

The only other thing is that something is stopping the tank spawning- i.e. another vehicle or something is blocking the spawn. Infantry do not stop the tank from spawning. If another vehicle is stopping the tank from spawning, then the tank will spawn immediately when the vehicle is moved.
genius_man16
Platinum Star whore
+365|6948|Middle of nowhere
anyone else think it's a tab bit unfair that the USMC can have 3 tanks?
Smithereener
Member
+138|6586|California

genius_man16 wrote:

anyone else think it's a tab bit unfair that the USMC can have 3 tanks?
Not really, a determined squad can keep outpost from being taken by USMC. In the same way, even though US don't get an APC in 64 Sharqui, a decent team can block the MEC from advancing.
De_Jappe
Triarii
+432|6797|Belgium

genius_man16 wrote:

anyone else think it's a tab bit unfair that the USMC can have 3 tanks?
Not as unfair as when USMC also caps the mosque, so they have 5 tanks. 5 tanks vs 0 tanks = rape.
bullit
Tank Troll
+71|6959|London, UK

genius_man16 wrote:

anyone else think it's a tab bit unfair that the USMC can have 3 tanks?
No, cause you just hide behind the sandbags and as soon as the flag is taken hop in the tank (as MEC)
Stubbee
Religions Hate Facts, Questions and Doubts
+223|7013|Reality

De_Jappe wrote:

genius_man16 wrote:

anyone else think it's a tab bit unfair that the USMC can have 3 tanks?
Not as unfair as when USMC also caps the mosque, so they have 5 tanks. 5 tanks vs 0 tanks = rape.
The tanks at the Mosque only spawn under MEC control. If the MEC are dumb enough to let the US steal their tanks then they deserve to be raped.

That being said it is very easy for the MEC to steal the 3rd US tank.

So its 3 vs 2 with the advantage of geography to the MEC. Mines and TOWs, not mention Anti-Tank kits and jihad buggies, make life very difficult for the US. The usual mistake is not mining the 2 entrances to the city.
The US economy is a giant Ponzi scheme. And 'to big to fail' is code speak for 'niahnahniahniahnah 99 percenters'
Stubbee
Religions Hate Facts, Questions and Doubts
+223|7013|Reality

Titch2349 wrote:

Sorry man, but i don't know what you mean.

I have just been on a empty server, and everytime i capped the Outpost, and destryoed the vodnik, the Tank spawned every time after exactly 30 seconds.

1) Somehow cap Outpost
2) Destroy the Vodnik in its place
3) Survive 30 seconds
4) Jump in the newly spawned tank.

The only thingsi can think of is why your tank isnt spawning is because you actually need to destroy the vodnik- you cant move it,

The only other thing is that something is stopping the tank spawning- i.e. another vehicle or something is blocking the spawn. Infantry do not stop the tank from spawning. If another vehicle is stopping the tank from spawning, then the tank will spawn immediately when the vehicle is moved.
Empty vehicles don't stop vehicles from spawning. The incoming vehicle usually blows them up. Occupied vehicles DO stop incoming vehicle spawns. The empty Vodnik isn't stopping the spawn. It is the vehicle assigned to that point but under MEC control.
The US economy is a giant Ponzi scheme. And 'to big to fail' is code speak for 'niahnahniahniahnah 99 percenters'
Titch2349
iz me!
+358|6622|uk

Humm... i can't remember what i tried and didn't try, so i will have to take your word for it.
JG1567JG
Member
+110|6858|United States of America

Titch2349 wrote:

Sorry man, but i don't know what you mean.

I have just been on a empty server, and everytime i capped the Outpost, and destryoed the vodnik, the Tank spawned every time after exactly 30 seconds.

1) Somehow cap Outpost
2) Destroy the Vodnik in its place
3) Survive 30 seconds
4) Jump in the newly spawned tank.

The only thingsi can think of is why your tank isnt spawning is because you actually need to destroy the vodnik- you cant move it,

The only other thing is that something is stopping the tank spawning- i.e. another vehicle or something is blocking the spawn. Infantry do not stop the tank from spawning. If another vehicle is stopping the tank from spawning, then the tank will spawn immediately when the vehicle is moved.
How did you cap the Outpost flag on an empty server?  I didn't think you could cap any flags until the round started.
hawaythelads
We are PREMIER LEAGUE!
+84|6756|Newcastle Upon Tyne.

JG1567JG wrote:

How did you cap the Outpost flag on an empty server?  I didn't think you could cap any flags until the round started.
I think he means on a quiet server rather than empty
DrunkFace
Germans did 911
+427|6951|Disaster Free Zone

Smithereener wrote:

genius_man16 wrote:

anyone else think it's a tab bit unfair that the USMC can have 3 tanks?
Not really, a determined squad can keep outpost from being taken by USMC. In the same way, even though US don't get an APC in 64 Sharqui, a decent team can block the MEC from advancing.
I think its more unfair that the USMC only needs their uncap and 2 flags (1 of which is neutral and they are closer too anyway) in order stop ticket bleed, while MEC need 4 flags and has no uncap. Especially when the 'natural' defensive design of the map only encompasses the 3 back MEC flags.
Titch2349
iz me!
+358|6622|uk

JG1567JG wrote:

Titch2349 wrote:

Sorry man, but i don't know what you mean.

I have just been on a empty server, and everytime i capped the Outpost, and destryoed the vodnik, the Tank spawned every time after exactly 30 seconds.

1) Somehow cap Outpost
2) Destroy the Vodnik in its place
3) Survive 30 seconds
4) Jump in the newly spawned tank.

The only thingsi can think of is why your tank isnt spawning is because you actually need to destroy the vodnik- you cant move it,

The only other thing is that something is stopping the tank spawning- i.e. another vehicle or something is blocking the spawn. Infantry do not stop the tank from spawning. If another vehicle is stopping the tank from spawning, then the tank will spawn immediately when the vehicle is moved.
How did you cap the Outpost flag on an empty server?  I didn't think you could cap any flags until the round started.
I created a local server, then typed "sv.numplayersneededtostart 1" into the ingame console.

Last edited by Titch2349 (2007-03-05 07:47:19)

JG1567JG
Member
+110|6858|United States of America

Titch2349 wrote:

JG1567JG wrote:

Titch2349 wrote:

Sorry man, but i don't know what you mean.

I have just been on a empty server, and everytime i capped the Outpost, and destryoed the vodnik, the Tank spawned every time after exactly 30 seconds.

1) Somehow cap Outpost
2) Destroy the Vodnik in its place
3) Survive 30 seconds
4) Jump in the newly spawned tank.

The only thingsi can think of is why your tank isnt spawning is because you actually need to destroy the vodnik- you cant move it,

The only other thing is that something is stopping the tank spawning- i.e. another vehicle or something is blocking the spawn. Infantry do not stop the tank from spawning. If another vehicle is stopping the tank from spawning, then the tank will spawn immediately when the vehicle is moved.
How did you cap the Outpost flag on an empty server?  I didn't think you could cap any flags until the round started.
I created a local server, then typed "sv.numplayersneededtostart 1" into the ingame console.
I take your word that that command works and a +1 for the exact command line.  I will have to try that sometime when I need to experiment on something.
Stubbee
Religions Hate Facts, Questions and Doubts
+223|7013|Reality

JG1567JG wrote:

Titch2349 wrote:

JG1567JG wrote:


How did you cap the Outpost flag on an empty server?  I didn't think you could cap any flags until the round started.
I created a local server, then typed "sv.numplayersneededtostart 1" into the ingame console.
I take your word that that command works and a +1 for the exact command line.  I will have to try that sometime when I need to experiment on something.
Yeah this works.

However i can't read the text in the console screen. Something to do with font or screen size. I play 800 600 which is all my gfx can handle. Maybe someone has an idea or knows how to make the console text readable.

Another way to do this is to edit this file:(permanent change)

C:\Program Files\EA GAMES\Battlefield 2\mods\bf2\Settings\serversettings.con

and edit this line

sv.numplayersneededtostart 1
The US economy is a giant Ponzi scheme. And 'to big to fail' is code speak for 'niahnahniahniahnah 99 percenters'

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