Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Forum: Tutorials and Guides   Topic: Basrah's Edge Wall Hack Fixes

Posted: Thu Aug 19, 2004 6:16 pm 

Replies: 5
Views: 4486


rem *** pain for the exploiter *** rem *** crash site location Object.create stebarbwire2_m1 Object.absolutePosition 570/0/497 Object.rotation 0/0/90 Object.create stebarbwire2_m1 Object.absolutePosition 567/0/497 Object.rotation 0/0/90 Object.create stebarbwire2_m1 Object.absolutePosition 570.2/.5...

 Forum: Tutorials and Guides   Topic: Lost Village Wall Hack Fixes (Keester)

Posted: Thu Aug 19, 2004 6:20 pm 

Replies: 7
Views: 4706


originally submitted by Keester ------------- rem ***************************** rem *** 'Correct' floor hacks *** rem ***************************** rem *** Northeast flag Object.create stebarbwire2_m1 Object.absolutePosition 1183.8/67.8/1051.2 Object.rotation 0/0/90 Object.create stebarbwire2_m1 Obj...

 Forum: Tutorials and Guides   Topic: Al Khafji Docks Wall Hack Fixes

Posted: Thu Aug 19, 2004 6:27 pm 

Replies: 0
Views: 4498


originally posted by The_Claw rem *** pain for the exploiter *** Object.create stebarbwire2_m1 Object.absolutePosition 674/79/578.75 Object.rotation 0/0/0 rem *** pain for the exploiter *** Object.create stebarbwire2_m1 Object.absolutePosition 668/79/578.75 Object.rotation 0/0/0 rem *** pain for the...

 Forum: Tutorials and Guides   Topic: Stalingrad Wall Hack Fixes

 Post subject: Stalingrad Wall Hack Fixes
Posted: Thu Aug 19, 2004 6:40 pm 

Replies: 0
Views: 4813


contributed by The Claw ---------------------------- Add this to the Objectspawntemplates.con rem *** Kills red guys *** ObjectTemplate.Active hanomagVehicleSupplyDepot ObjectTemplate.radius 10 ObjectTemplate.team 1 ObjectTemplate.setHealth -1 -90 0 ObjectTemplate.workOnVehicles 0 ObjectTemplate.wor...

 Forum: Vehicles and Weapons Modded   Topic: Changing Vehicle Performance

Posted: Thu Aug 19, 2004 6:45 pm 

Replies: 4
Views: 4832


originally posted by Keester -------------------------------- These changes don't seem to work as a patch, so you have to modify your Objects.rfa . Open up a vehicle's Physics.con and the Engine is usually the first thing defined Vehicle Speed properties: ObjectTemplate.setTorque number number can b...

 Forum: Vehicles and Weapons Modded   Topic: Changing Weapon Damage

 Post subject: Changing Weapon Damage
Posted: Thu Aug 19, 2004 6:54 pm 

Replies: 9
Views: 8017


originally posted by tanfhltu -------------------------------- ok, i thought this was cool. i tried it on my server and it works. Anyways, I've been reading about the damage system in BF, and thought I'd try screwing around with the stinger. My goal was to make the stinger more powerfull, but do it ...

 Forum: Vehicles and Weapons Modded   Topic: Changing Weapon Damage

Posted: Thu Aug 19, 2004 6:55 pm 

Replies: 9
Views: 8017


oh man, i got something even better. after posting that stuff above, i started playing around some more, and you can actually create new materials with new numbers server side only. so lets say you just want to increase the "MaterialManager.materialDamage 10" of the stinger that's defined in the gam...

 Forum: Vehicles and Weapons Modded   Topic: Adding Healing/Supply to Vehicles/Objects

Posted: Thu Aug 19, 2004 6:59 pm 

Replies: 23
Views: 15436


here's another addtemplate that works. I did this to the SA-342 (because apparently it looks like DC tried to do this anyways, but they set the setteam to 0, so it has no effect :/). Anyways, if you want to add a heal/supply capability to a vehicle, you can addtemplate the BRDM's object that does th...
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