Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Mon Oct 22, 2007 8:41 pm 
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Joined: Wed Oct 11, 2006 4:19 pm
Posts: 211
Location: Northern California
Sorry I wanted these to be in the how to section:

ObjectTemplate.Active GrenadeAlliesProjectile
ObjectTemplate.addFireArmsPosition 0/0/0
ObjectTemplate.SetBlastAmmoCount 2 <=====U have 4 per kit, throw 1, 2 come out from identical trajectories, you have 1 more toss left.

No reammo from anywhere:
You only get what the kit gave u:
ObjectTemplate.Active GrenadeAllies
ObjectTemplate.AmmoType 4
ObjectTemplate.Active Landmine
ObjectTemplate.AmmoType 4
ObjectTemplate.Active ExpPack
ObjectTemplate.AmmoType 4
ObjectTemplate.Active sandbagdeploy
ObjectTemplate.AmmoType 4

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PostPosted: Mon Oct 22, 2007 11:55 pm 
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Joined: Thu Oct 19, 2006 5:03 am
Posts: 1209
Very cool, ZOOMER! Good work 8-)

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PostPosted: Thu Oct 25, 2007 7:06 pm 
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Joined: Tue Jul 03, 2007 4:03 pm
Posts: 372
is this tested working


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PostPosted: Thu Oct 25, 2007 9:57 pm 
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Joined: Mon Aug 16, 2004 12:00 am
Posts: 2120
Blast ammo thing is used in shotguns and such, so theoretically it works.


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PostPosted: Mon Oct 29, 2007 10:03 pm 
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Joined: Wed Oct 11, 2006 4:19 pm
Posts: 211
Location: Northern California
I use it in other places.....for instance, the hummer_tow...2 tows for the price of 1, BUT twice as strong....bye bye tank.

I've used it on a modified heavy_assault saw.....bye bye hummer/dpv.

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