'[TP wrote:Cavazos;2090402']Any way you can spawn a bot or modify a co-op bot to stand still and do nothing?
It's possible. You can tweak the AI settings to make them not follow CO/SL Orders and you can tweak how easy bots spot you and how aggressive they are against you.
So it should be possible for you to make them all stand still where they spawn and not move even when they see you.
assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Quick question and it has been asked but not answered in this thread, is it possible to give only admins on a lan or coop server rcon debug? The enabling for all kinda ruins the fun sometimes.
assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Tobi asked on discord on my behalf, but I'll still ask here to spare possible trouble.
The camera kit (either spawned via gpo spawner, rcon camera or rcon spawner pickup_camera) cannot be used by any faction, except if onefaction is enabled, but I'd need it for an event, so kits must be locked. Is there any other way, or could you please make it useable with all factions?
While we are at the camera kit, it could do with an empty weapon, to remove the zoom instantly without the need to cycle through the levels.
And the press_kit is obsolete and defunct, can be deleted.
ZektorSK wrote:Well,its not working,I type "rcon spawner usa_sniper" and nothing happens
I just tried this and prbot and they didn't work. It kept giving some error about an invalid login. The ready to spawn and vehicle debug commands worked fine though.
DogACTUAL wrote:Can't spawn in argentine kits,only their vehicles. Does someone have a list of all the falklands kit and vehicles commands for both gb and arg?
the kits are arg82_xxx and gb82_xxx . Names are same as for other faction kits
"Never underestimate the power of BRDMs in large groups"
Assets are set in the levels gameplayobjects.con. You could spawn things like deployables on any map since they are always pre-spawned, but spawning a vehicle that's not in it's gameplay objects list will crash.
Thanks again to you both. Do you know the difference between 'fixed' deployables and normal ones?
Example: rcon spawner fixed_firebase vs rcon spawner deployable_firebase_sp
From what i can see you can't spawn on the former but can spawn on the latter one.
And the former can be collapsed if it is being damaged, bot no amount of damage will destroy/remove its base after it collapsed.
So what's the purpose of the 'fixed' deployables exactly?
A previous poster in this thread also found these commands:
the fixed one spawns the deployable in fully built state. But yes you can still spawn on them. The "fixed" one doesn't have a map icon though(the green triangle)
the bunker i think is the old firebase(the one on WW2) and since it's not used on falklands it crashes.
I think the same thing is the case with the pillbox.
rcon spawner deployable_firebase_sp also spawns it fully built. That's what the 'sp' addendum is for.
But what exatly is the difference supposed to be between both firebases?
Iirc it works likea real fob, meaning you can deploy assets properly from it. The fixed not having those properties. Or there's no major difference, im not 100%.