unless you really understand the coding of the gameplayobject, it's best to make changes in the editor. The spawners don't have to have the same name as the CP, but the ID numbers have to match up, and make sure that the team is still set correctly for the CPs.
For example, this controlpoint code shows that the controlpointID is 3 and Team is 2:
ObjectTemplate.create ControlPoint Jabbas_City_House
ObjectTemplate.activeSafe ControlPoint Jabbas_City_House
ObjectTemplate.modifiedByUser "Frank"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.team 2 <<<<<<<<<<<<<<<<<<<<<<
rem -------------------------------------
ObjectTemplate.addTemplate cp_holobase
rem -------------------------------------
ObjectTemplate.setControlPointName Jabbas_City_House
ObjectTemplate.radius 20
ObjectTemplate.controlPointId 3 <<<<<<<<<<<<<<
ObjectTemplate.areaValueTeam1 50
ObjectTemplate.areaValueTeam2 50
ObjectTemplate.timeToGetControl 20
ObjectTemplate.timeToLoseControl 20
ObjectTemplate.hoistMinMax 0.2/0.9
The following spawnpoint template and spawn code matches up and is also uses a controlpointID of 3:
rem [SpawnPointTemplate: Jabbas_City_House_0_0]
ObjectTemplate.create SpawnPoint Jabbas_City_House_0_0
ObjectTemplate.activeSafe SpawnPoint Jabbas_City_House_0_0
ObjectTemplate.modifiedByUser "Frank"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.setSpawnPositionOffset 0/1.25/0
ObjectTemplate.setControlPointId 3 <<<<<<<<<<<<
rem [SpawnPoint: Jabbas_City_House_0_0]
Object.create Jabbas_City_House_0_0
Object.absolutePosition 154.551/29.425/45.077
Object.rotation 78.770/0.000/0.000
Object.layer 1
As far as mounting custom objects in maps, you can look at winterhill's Panarama map for bf2142 as an example:
http://www.battlefieldsingleplayer.com/ … opic=13943