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Battlefield Modding Tutorials BFMODS • Search

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Forum: Reference Material   Topic: SupplyDepot Objects

 Post subject: SupplyDepot Objects
Posted: Thu Aug 19, 2004 7:02 pm 

Replies: 9
Views: 23330


originally posted by Keester -------------------------------- Here's the SupplyDepots objects for DC: UH-60QSupplyDepot HumveeVehicleSupplyDepot HumveeSupplyDepot BRDM2VehicleSupplyDepot BRDM2SupplyDepot DC_APCSupplyDepot (used in M1A3s) EnterpriseAirplaneSupplyDepot AirplaneRepairpoint Airplane1Rep...

 Forum: Tutorials and Guides   Topic: How to Fix most Floor Hacks

 Post subject: How to Fix most Floor Hacks
Posted: Thu Aug 19, 2004 7:12 pm 

Replies: 1
Views: 3574


(note, this method could be used in most floor hack situations) (also, when placing barbed wire, copy the changed rfa to your local level's directory in addition to the server.. this will allow you to see the the barbed wire) originally posted by Keester --------------------------------- After a bit...

 Forum: Questions / Need Assistance   Topic: Server Side Scripting

Posted: Thu Aug 19, 2004 8:42 pm 

Replies: 20
Views: 13697


i think that's because your really far up... press the W key and tilt down like your moving in bf (notice yer Z is like over 600).

 Forum: Tutorials and Guides   Topic: Changing Point Values

 Post subject: Changing Point Values
Posted: Fri Aug 20, 2004 4:42 am 

Replies: 6
Views: 5278


Original How-to on this by toolazy2p if you want to change the trophie system, open up your game.rfa and edit one of these files (for som reason, doing a game_001.rfa does not work): \bf942\game\ScoreManagerSettings.con (for conquest) or \bf1942\game\ScoreManagerSettingsCTF.con (for CTF) the defaul...

 Forum: Vehicles and Weapons Modded   Topic: Humvee Fix (Talliarthe)

Posted: Fri Aug 20, 2004 1:56 pm 

Replies: 19
Views: 12614


 Forum: Vehicles and Weapons Modded   Topic: Changing Vehicle Performance

Posted: Fri Aug 20, 2004 1:53 pm 

Replies: 4
Views: 4832


another option you could (this does work as a patch by objecttemplate.active a vehicle) is objectTemplate.speedMod <number> where <number> is between 0 to 3 (higher numbers may work.. havn't tried) This property modifies the amount of damage due to a collision setting it to 0 or .5 for the humvee ca...

 Forum: Vehicles and Weapons Modded   Topic: Humvee Fix (Talliarthe)

 Post subject: Humvee Fix (Talliarthe)
Posted: Fri Aug 20, 2004 1:55 pm 

Replies: 19
Views: 12614


Talliarthe Posted: Aug 12 2004, 09:03 PM I fixed the humvee by changing the damage mod on the materials that the humvee interacts with. The humvee is material 45 I think and I went through the game.rfa file and set the damage mod on most other materials that the humvee collides with to 0. That seeme...

 Forum: Questions / Need Assistance   Topic: Ctf + Mines = Nub Tks (Grungir)

Posted: Fri Aug 20, 2004 2:01 pm 

Replies: 4
Views: 3905


Grungir Posted: Aug 8 2004, 06:40 PM As a fellow CTF admin (I run the -=Allianceserver.com DC CTF=- server) we both know that one of the worst cases of n00bism is the people who run over friendly landmines, causing a tk for the poor defender. Is there a way to make the mines specific to one side and...
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