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Battlefield Modding Tutorials BFMODS • View topic - drop mines from vehicles

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Oct 27, 2004 2:18 am 
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PostPosted: Thu Oct 28, 2004 5:26 pm 
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How about addtemplating the mine from the boat in Invasion of the Philippines (Type 38 I think) and changing the projectile to a landmine.


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PostPosted: Thu Oct 28, 2004 6:51 pm 
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good idea, get to keep the ural working still that way


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PostPosted: Fri Oct 29, 2004 12:53 am 
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PostPosted: Mon Feb 19, 2007 7:59 pm 
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Last edited by PLAYER on Fri Mar 16, 2007 8:28 am, edited 1 time in total.

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PostPosted: Mon Feb 19, 2007 8:17 pm 
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PostPosted: Tue Feb 20, 2007 1:54 am 
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i have managed to make the kettenkrad drop a mine on alt fire 2nd pco, but the mine would always land on the vehicle, maybe its a start...
I created a new object in objectspawns.con, which will be called from objectspawntemplates, just like the smokelauncher on tanks, posted in How To's section. READ IT for f.. sake, it helps a lot ;)


in dc_final i spawned a kettenkrad and did this:

>OST<
ObjectTemplate.active MG42
ObjectTemplate.projectileTemplate 25mmChaingunProjectile
ObjectTemplate.addTemplate landminezaitsev
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setPcoId 1

then is OS.con

ObjectTemplate.create FireArms landminezaitsev
ObjectTemplate.projectileTemplate LandmineProjectile
ObjectTemplate.projectilePosition 0/0/2
ObjectTemplate.magSize 32
ObjectTemplate.numOfMag 4
ObjectTemplate.magType 0
ObjectTemplate.velocity 5
ObjectTemplate.reloadtime 20
ObjectTemplate.roundOfFire 4
ObjectTemplate.autoReload 1
ObjectTemplate.AmmoType 8
rem ObjectTemplate.setAsynchronyFire 1
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.FireOnce 1
ObjectTemplate.setPcoId 1

i am thinkin, maybe one has to add firearmsposition ? :wink:

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