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Battlefield Modding Tutorials BFMODS • View topic - Modding Client/Server Objects.rfa

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Aug 05, 2009 5:11 pm 
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PostPosted: Wed Aug 05, 2009 5:23 pm 
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Oh okay, I've never actually run a BFV server before. I didn't know that they lacked pure mode.


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PostPosted: Wed Aug 05, 2009 5:27 pm 
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PostPosted: Wed Aug 05, 2009 11:15 pm 
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PostPosted: Thu Aug 06, 2009 12:52 am 
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What you're doing is kind of like making a mini-mod.

There's a couple things you could do:

A) Have your friends/family members download objects.rfa to play on your server

B) Make it an official 'mini-mod'..so it has its own folder in BFV\Mods. I think the mod development toolkit can do this for BFV..?

The thing I like about mini-mods is that it will be a tiny file..all you have to do is extract Objects.rfa, delete everything that ISN'T modded, and re-pack. This would go in the mods folder (as whatever you call your mod, say 'SawBones'). BFV would look for changes in your mod, but use BFV's regular objects.rfa, textures.rfa etc etc for everything else. You would just have to activate the mod in BFRM, and that should do it.


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PostPosted: Thu Aug 06, 2009 2:39 am 
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PostPosted: Thu Aug 06, 2009 6:11 am 
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Thats VERY weird indeed that server/client having the same objects.rfa was giving that message. I didn't understand thats what you did.

Glad its working now though!


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PostPosted: Thu Aug 06, 2009 11:24 am 
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Tried that in the beginning to, BFV lacks content checking. Or pure mode


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