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Battlefield Modding Tutorials BFMODS • View topic - dilemma...

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: dilemma...
PostPosted: Fri Jul 13, 2007 8:05 pm 
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 Post subject: Re: dilemma...
PostPosted: Fri Jul 13, 2007 8:49 pm 
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Posts: 166
so... our dreams of a working tango gate are solved? THANK YOU!..

i know this isnt the topic for this, but where is the topic for spawning vehicles onto vehicles? id like a tank on that tango.

wow. im lucky i am so bored as to come here and browse forums... usually i do that with the other forum im on.

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 Post subject: Re: dilemma...
PostPosted: Sat Jul 14, 2007 12:53 am 
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 Post subject: Re: dilemma...
PostPosted: Sat Jul 14, 2007 2:56 am 
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alright.. so i do this:

ObjectTemplate.Active Tango
ObjectTemplate.RemoveTemplate X <-----<<< not sure right now, ill look later

ObjectTemplate.Active Tango
ObjectTemplate.drag 8
ObjectTemplate.AddTemplate AT_USAttackHeliSpawner
ObjectTemplate.setPosition 0/7/5
ObjectTemplate.setRotation 180/0/0
ObjectTemplate.HoldObject 1

and i have a helicopter on top, and the gates gone?
would i lower middle number by 4 to put a jeep or something there?

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 Post subject: Re: dilemma...
PostPosted: Sat Jul 14, 2007 12:20 pm 
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 Post subject: Re: dilemma...
PostPosted: Sat Jul 14, 2007 12:43 pm 
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 Post subject: Re: dilemma...
PostPosted: Sat Jul 14, 2007 1:03 pm 
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 Post subject: Re: dilemma...
PostPosted: Sat Jul 14, 2007 1:23 pm 
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i modded a new spawner into the map. it originally didnt have hueys,and i loaded em up with 2 arty guns, machinegun, and dual rockets, 50 magsize, 200 mags, 15 second reload, and like 6 shots a second, fire both at same time.

now for working on my jeeps and other stuff... i got a ton of vehicles to mod... this is clientside, completely, what im doin. downloadable map. not gonna bother advertising as it wont be out till august 1st.

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