Author Topic: Fall of Tobruk/SP-COOP Bunkerdoors  (Read 1123 times)

Offline Knochenlutscher

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Fall of Tobruk/SP-COOP Bunkerdoors
« on: 25-11-2014, 16:11:24 »
Some time ago I had nothing better to do than this.
Tweak your Fall of Tobruk, to engage some underground refurbishing.

StaticObjects.con:
Triggerables.con:
TriggerableTemplates.con:

See Text-File below...


This enables fully functional Bunkerdoors on Fall of Tobruk.
This is not official, please Backup your initial Files and add in SP/COOP.
Credits to FH2 Team for a great Mod
Have Phunn
"Klaatu... verata... n... Necktie. Nectar. Nickel. Noodle."

Offline bitje

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Re: Fall of Tobruk/SP-COOP Bunkerdoors
« Reply #1 on: 29-11-2014, 19:11:17 »
Where are those bunkerdoors?
Could not find any.
How to open?

Offline Knochenlutscher

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Re: Fall of Tobruk/SP-COOP Bunkerdoors
« Reply #2 on: 03-12-2014, 04:12:50 »
-Download Bunkerdoors Fall of Tobruk.txt
-edit mentioned .con Files in Wordpad
-Start game
-search Tunnel/door and hit "E"



On Fall of Tobruk we have Tunnels, but without doors.
Mussolini Piazza and Town Center Cap Points
have two of the 6 entries to the tunnel system.
You can find 3 tunnels. 10 moveable Doors and one static added.
By Default Bunker Doors are open, stay close and hit "E",
door will shut.

...mods\fh2\levels\fall_of_tobruk\server.zip

You must add the lines needed yourself, I can't share my StaticObjects.con as I use custom Objects,
it would literally crash your game.
Before you start Modding Backup the Files you change, intentionally the whole Map Folder is
being safe.
See below are the Trigger Files, change the extension to .con
The Static Con you must fiddle yourself, add 2 lines as stated in the files above.
Have phunn
"Klaatu... verata... n... Necktie. Nectar. Nickel. Noodle."

Offline Michael Z Freeman

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Re: Fall of Tobruk/SP-COOP Bunkerdoors
« Reply #3 on: 15-03-2015, 20:03:23 »
Thanks I'll give this a go, although I don't think the tunnels are navmeshed. But will be interesting to see working doors.

Offline Knochenlutscher

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Re: Fall of Tobruk/SP-COOP Bunkerdoors
« Reply #4 on: 08-06-2015, 09:06:59 »
That's true, it is not navmeshed, possibly hard to establish though.
The center Tunnel owns a Spawnpoint inside, though Bots seem to
cross that Tunnel to leave at Mussolini Plaza on some rare occasions.
I enabled them as I recognized Bots have a hunt-you-down behaviour
and follow you in, until you're finished. I found this usefull,
when low on Ammo and Health, by simply closing the doors they ommit
chasing me, but do so as far as I put my head out. A nice side-feature,
but most of the time they're just useless, for Player immersion only of course.
"Klaatu... verata... n... Necktie. Nectar. Nickel. Noodle."