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Battlefield Modding Tutorials BFMODS • View topic - Poe SP how would I?uh60 q

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Fri Sep 12, 2008 1:12 am 
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deuuyaaa the vehicle complex thats what I was gunna say :neutral: :?


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PostPosted: Fri Sep 12, 2008 3:00 am 
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Location: 10 Missed Meals From Total Barbarism
Well instead of saying duyeah gunna say,...
inject some code in this mofo?
I need the napalm to reload automatically sucks only having 3(bots have unlim ammo so only fair I do).
I am jack of many trade master of none.
How could I make the crate switch with the napalm there is 30 of them?
Now I screwed my own damn ugly crap up trying to use freddies thing
helo wont reload napalm even from the airfield.
Arrrh


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PostPosted: Fri Sep 12, 2008 4:08 am 
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PostPosted: Fri Sep 12, 2008 5:28 am 
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drunken anger filled post removed (but preserved for posterity by the mad quoter)lol
thanks mr.bunny


Last edited by Bongholio on Fri Sep 12, 2008 3:12 pm, edited 1 time in total.

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PostPosted: Fri Sep 12, 2008 6:27 am 
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PostPosted: Tue Mar 24, 2009 4:55 am 
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CSM:

I have increased the mag size on skyraider for napalm and added it to our ArA minimod and each time it gets droped, the sound starts looping.

I have looked for the napalm sound script file, and i see one in grenadeaxis.

I see there is a soundscript in e_napalm is explnapalm.

I see the projectile is defined in the weapons.con of the F4phantom.

Have i overlooked where the soundscript is?

Also debugging question: what does this mean "trying to create objecttemplate napalm from object/vehicles/air/f4phantom/weapons.con(53) already in objects/handweapons/grenadeaxis/objects.con - deactivates napalm"

(Note i changed the axis grenade projectile to napalm)

Any ideas?

Can the endeffect impact the sound?


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PostPosted: Wed Mar 25, 2009 6:40 pm 
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If i make the maps bfv custom maps, there is no problem with the sound on the multiple napalm drops.

But as soon as i run the maps in the minimod (note minimod does not have a sound file in it) i get looping.

Anyone, anyone...


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PostPosted: Mon Mar 30, 2009 9:57 pm 
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Now see, I know how to fix this on a custom map. But not on a mini mod where i have a separate objects.rfa file in the pathway.

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