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Battlefield Modding Tutorials BFMODS • View topic - How To Add Engines in BFV! <SSM>

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Jan 30, 2008 7:14 am 
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Create not activate.
Then ad all code needed except networkinfo.

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PostPosted: Wed Jan 30, 2008 3:06 pm 
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PostPosted: Wed Jan 30, 2008 7:47 pm 
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I'm assuming this ain't possible in BFV or we'd have done it already, right?

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PostPosted: Thu Jan 31, 2008 7:26 am 
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I don't know about engine, but I created (not active) new horns.

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PostPosted: Thu Feb 07, 2008 12:54 pm 
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The more I try, the more I don't like adding engines.
Gives an unreal and strange feeling of vehicles.
They sort of mess up physics of vehicle.
For endless boost.
Horn with magsize -1 and no overheat works for a long time.

How to deactivate an engine when not used but your still in vehicle seat 1?

Imagine running down airfield with full throttle backwards.
Nada....
Jump out, It breaks on a quarter? :?
Turning of engine breakes more then full throttle backwards?

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PostPosted: Thu Feb 07, 2008 1:47 pm 
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Excellent! I knew networkableinfo was an issue with things. For example, you could make amphibious things in BF1942 DC because of the floaters from the (ironically) BRDM. However, if it was not DC and just regular 1942, you couldn't use the floaters of a, say, LCVP boat, as that had networkableinfo added to it.


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PostPosted: Thu Jun 26, 2008 1:09 am 
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