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Battlefield Modding Tutorials BFMODS :: View topic - Scope of ObjectTemplate.Active effect and alternatives?
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Scope of ObjectTemplate.Active effect and alternatives?
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=232
Page 1 of 1

Author:  PvtCowboyTPF [ Thu Sep 09, 2004 2:16 pm ]
Post subject:  Scope of ObjectTemplate.Active effect and alternatives?

I am currently using the ObjectTemplate.Active and ObjectTemplate.addTemplate methods to adjust the properties of certain objects in the map and add them to vehicles for enhanced functionality. I suspect I will have a problem though, because the object I am modifying with .Active already exists in the same map in its original state. I'm assuming that any changes applied by opening the template with .Active will affect all objects that use that template in the same map, right?

For example, I am giving a vehicle the ability to heal troops by adding a particular SupplyDepot object, which is originally defined in Objects.rfa. I want to change the area of healing around the vehicle by modifying the .Radius property of the SupplyDepot object while it is .Active. Is it a logical assumption that any other objects on the map that use this template, eg a medlocker, will also experience an altered heal radius?

If so, then I have a problem. The only alternative I can think of is to define a new SupplyDepot object in Objects.rfa - basically copy an existing one, change the name and modify the properties to my liking. If this works, I will not have to open the template in the map using .Active - I will just need to addTemplate to the objects to which I want to give the healing ability.

Has anyone attempted such a thing in Objects.rfa? Did it work/crash/do nothing? Do I have any more alternatives to this? I'd like to keep any changes out of Objects.rfa as far as possible.

Note to the veterans: I'm a newbie to this, although I'm doing my best to learn fast. Testing out my mods is not very easy due to my current set up, which means I don?t get many shots at seeing what my changes do. I basically have to think carefully about my mod, try different ways, and then test them all at once right at the end. It is not the best process, I accept that, but its all I can do right now. I am doing my best to think about things before posting queries on this excellent forum, and asking about my assumptions rather than asking people to spoon-feed me how to do things. I try to provide enough information in my queries to make things clear and obvious. I am telling you all this so you will forgive me if I keep asking these newbie questions :).

Author:  Keester [ Thu Sep 09, 2004 3:26 pm ]
Post subject: 

Use a supplydepot from original bf. Check the reference section

Author:  Milton [ Thu Sep 09, 2004 10:36 pm ]
Post subject: 


Author:  PvtCowboyTPF [ Fri Sep 10, 2004 8:45 am ]
Post subject: 

Thanks for the replies guys, but I should have mentioned I am applying this to vanilla BFV.

Author:  LMS-Monkey [ Fri Sep 10, 2004 1:02 pm ]
Post subject: 

I have the ULTIMATE UNANSWERED QUESTION..... wtf is hanomag?????

Author:  Keester [ Fri Sep 10, 2004 6:20 pm ]
Post subject: 


Author:  PvtCowboyTPF [ Sat Sep 11, 2004 1:05 am ]
Post subject: 

for an image.

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