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Battlefield Modding Tutorials BFMODS • View topic - Trouble with headshot only code..

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Nov 29, 2007 2:16 am 
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PostPosted: Thu Nov 29, 2007 2:34 am 
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PostPosted: Thu Nov 29, 2007 3:51 am 
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lol...i'll bet thats it. thanks freddy.


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PostPosted: Thu Nov 29, 2007 4:11 am 
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I just realized something: Where does it define the actual material damage?!?

All i see is its effects on other armor....


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PostPosted: Thu Nov 29, 2007 8:48 am 
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Hmm, only headshots should work?
No vehicles or so? Damage on them?
One shot one kill damage, or differant damage on differant weapons?

Ideas for this is.
Damage to min distance tweaking for headshot kill on close range and 2-3 headshots on distance, this for light weapons, heavy cal weapons still blow your brain out on distance.

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PostPosted: Thu Nov 29, 2007 8:09 pm 
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Exactly urg...like the 1 shot kill sniper thread, i saw what you said about editing existing material numbers in the game.rfa...and since i couldn't find where the damage of each weapon was actually DEFINED, i decided screw it...mod game.rfa. I just made a backup. I kept the original number for each weapon on infantry (head), then just changed the rest to zero. Works like a charm.


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PostPosted: Fri Nov 30, 2007 7:52 am 
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game.rfa rocks when it comes to damage control. ;-)

Not all code you can change/remove with active or remove template. This is one of them.

Backup is never wrong.

Making new material you should only do when you want differant damage on differant maps. Huh! :shock:
And this can get messy after a few maps.
Easier to stick with same damage on all weapons on same server.
Even think clients will like this.
They will learn faster how weapons are tweaked.

Try to play abit with damage distance, I think that will work great in this mod, some weapon already have it, Pistols for sure.

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PostPosted: Fri Nov 30, 2007 12:08 pm 
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