There are different methods. To make it spawn only 1 object, you can use SpawnBehavior, like for stinger sites spawning stinger soldiers. You can make it spawn the spawned thing again if the thing is destroyed, or not (like tunnel networks which don't). You also need DefaultProductionExitUpdate, the module that is commented out in the tunnel network, to tell it the XYZ coordinates of where to spawn. For the America wall hub, you should tell it to spawn the AmericaWall at x:11.8 y:0 z:0
If you want to spawn more than 1 object than use the method i describe in post #38 above, using ObjectCreationUpgrade to OCL the wall segments. To OCL 3 wall segments for example:
Code:
ObjectCreationList OCL_AmericaWallForward3
CreateObject
ObjectNames = AmericaWall
Count = 1
Disposition = LIKE_EXISTING
Offset = X:11.8 Y:0.0 Z:0.0
DiesOnBadLand = Yes
End
CreateObject
ObjectNames = AmericaWall
Count = 1
Disposition = LIKE_EXISTING
Offset = X:31.8 Y:0.0 Z:0.0
DiesOnBadLand = Yes
End
CreateObject
ObjectNames = AmericaWall
Count = 1
Disposition = LIKE_EXISTING
Offset = X:51.8 Y:0.0 Z:0.0
DiesOnBadLand = Yes
End
CreateObject
ObjectNames = AmericaWallHub
Count = 1
Disposition = LIKE_EXISTING
Offset = X:63.6 Y:0.0 Z:0.0
DiesOnBadLand = Yes
End
End
The tricky thing with multiple objects is how to replace individual wall segments without putting extra ones on existing walls. I am still working on that problem and it is looking like either using the hazard core weapon method that prevents stacking of hazard fields, or making a new hub model with Station bones so it can work like a firebase and the wall segments can be contained inside it, so when you OCL a bunch of new ones, only the empty stations get filled. As i am doing a map.ini for walls and not a full mod, i think i will have to go with the hazard core method rather than making new W3D models.