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Battlefield Modding Tutorials BFMODS • View topic - Deadly Medpack & Wrench..?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Mon Jan 26, 2009 5:29 pm 
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Well, I'm trying to make them kill people/vehicles. All I want to do, is reverse their normal functions, so that the medpack kills you instead of heals, and the wrench kills you, instead of fixing vehicles. How can I do this? Should I just give them both a knife projectile?

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PostPosted: Mon Jan 26, 2009 5:55 pm 
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objecttemplate.Active medpack
objectTemplate.setmagtype 0

should work for the medpack... but i'm not sure because i'm not actually sure how it heals you in the first place

as for the wrench


ObjectTemplate.active repairpack
ObjectTemplate.setmagtype 0

that might work, but i'm not on a computer with bf so I'm guessing. and setmagtype might be magtype... i don't remember

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PostPosted: Mon Jan 26, 2009 6:08 pm 
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As for the medpack, it would be hard to set it to avoid killing you along with the person you tried it on. Unless the medpack can be set to a team specific setting like normal health/death bubbles. I wonder if two health/death bubbles can be added so that it heals player on team 1, but kills player on team 2. But as a result it would deter enemy players from stealing the kit from a dead soldier on opposite team and using it to heal himself (which would then result in killing himself :P )

Worst case scenario, you would have to add the death bubble to it with a addtemplate if the medpack doesn't operate the same way as a health/death bubble. Then merely selecting the medpack would activate it.

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PostPosted: Mon Jan 26, 2009 7:13 pm 
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Well, setting to magtype 0 has, coincidentally, 0 effect. It does nothing. Makes the medpack useless. To my knowledge, if you set it to magtype 0 it needs a projectile which it doesn't have. In the MDT page about this, it states:

MagType Property
Usage:
ObjectTemplate.MagType number

Argument values:
argument 1: range is 0 to 3; most commonly 0
Description: This property sets which ammo magazine type to use:

0 = standard weapon projectiles
1 = repair mag type (like repair kit or medic)
2 = binoculars
It doesn't explain the usage of 3. This could be interesting....
The page is if you need further explanation of it. The objects.con for the medpack and repairpack have only magtype 1, no bubble or projectile.

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PostPosted: Mon Jan 26, 2009 7:36 pm 
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Rem the Coaxil browning code out of one of the tanks and attach it to the knife. tada.


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PostPosted: Mon Jan 26, 2009 7:38 pm 
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huh? This has what to do with a knife or a coaxial browning?

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PostPosted: Mon Jan 26, 2009 9:13 pm 
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do that and the wrench could still repair and yet be used as a weapon


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PostPosted: Mon Jan 26, 2009 9:37 pm 
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