Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Forum: Tutorials and Guides   Topic: Getting Started: Using winRFA to make your own patchfiles

Posted: Mon Feb 16, 2009 1:10 pm 

Replies: 81
Views: 88685


X is the rotation you're going to be dealing with most of the time. It's just like geometry in school. "Zero" at x (0/0/0) is facing NORTH. A rotation of 90 at X is facing east (90/0/0), 180 is facing SOUTH (180/0/0). X is really the only rotation that you should need to worry about. Refe...

 Forum: Questions / Need Assistance   Topic: Best way to search RFA files?

Posted: Mon Sep 14, 2009 10:05 am 

Replies: 21
Views: 17669


always buggered me that i cant search in .con files with win xp Yes you can. :D Here's how: http://pubs.logicalexpressions.com/pub0009/lpmarticle.asp?id=323 (Rebooting at the end is not neccessary. Just restart explorer through task manager.) Easiest way: Create and run a .reg file with the followi...

 Forum: Vehicles and Weapons Modded   Topic: Adding two projectiles...

Posted: Sat Nov 21, 2009 1:04 pm 

Replies: 26
Views: 45073


Hm, I also wanted to use the Binoculars for that, at least that is what I thought your code does? So when you use your binocs to spot a target -> bombs fall. Or what exactly do you mean with the sniper rifle? Then for the Spawner, this is what it looks like. I could try changing it to another one sp...

 Forum: Tutorials and Guides   Topic: Adding global SSM code to objects.rfa

Posted: Sun Nov 15, 2009 2:03 pm 

Replies: 3
Views: 16618


Hello folks, I just found something out that was quite important to me and could be of use for somebody else as well. Or maybe I'm just a total noob and you all know already ^^ Anyway... I wanted to find a way to make my server load a special ssm script with EVERY map that runs on it. Coop, cq, what...

 Forum: Vehicles and Weapons Modded   Topic: Adding two projectiles...

Posted: Sat Nov 21, 2009 5:59 pm 

Replies: 26
Views: 45073


Ok, I tried different Projectiles now and it looks like I cannot use any of the BF1942 projectiles for this. This is really strange since they should all be loaded and available beside the EOD projectiles. For example: ObjectTemplate.create Projectile k98Projectile ObjectTemplate.geometry bullet_m1 ...

 Forum: Vehicles and Weapons Modded   Topic: Adding two projectiles...

Posted: Thu Nov 19, 2009 11:12 pm 

Replies: 26
Views: 45073


Hi Ge-Force, this looked very interesting, so I was willing to give it a try and test it. I'm currently working on an SSM for EoD 1.50 and thought about using this pretty neat airstrike mod to let some planes appear and drop some Napalm at the target area. This should only need little adaption to yo...

 Forum: Vehicles and Weapons Modded   Topic: Adding two projectiles...

Posted: Sun Nov 22, 2009 11:08 am 

Replies: 26
Views: 45073


Alright, I found a "BayonetProjectile" which exists in BF1942 and also in EOD but is never used with any weapon. It works with that and I'll stick to that. I'm now trying some things to improve the look and the accuracy of shooting cars all over the place :lol: I'll post my code when it's ...

 Forum: Tutorials and Guides   Topic: Adding global SSM code to objects.rfa

Posted: Wed Dec 09, 2009 11:20 pm 

Replies: 3
Views: 16618


The games engine doesnt load all the files in order of the alphabet, it loads then in the time in which they are called That is exactly the point, I didn't find where the files in objects.rfa would be called. And I didn't add a line anywhere so that my own .con which I put directly in the root fold...
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