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Battlefield Modding Tutorials BFMODS • View topic - New projectiles

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: New projectiles
PostPosted: Fri Jan 30, 2009 12:13 am 
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 Post subject: Re: New projectiles
PostPosted: Fri Jan 30, 2009 2:17 am 
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 Post subject: Re: New projectiles
PostPosted: Fri Jan 30, 2009 2:22 am 
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yes, take it out of mods.con. If you do not already have a ObjectSpawnTemplates.con in your patch file, add it and change it to however it is you need it. My guess is the error was caused by creating the spawner twice...once in OST, and once in mods where you had it.


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 Post subject: Re: New projectiles
PostPosted: Fri Jan 30, 2009 2:27 am 
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so for the patch its like putting the map in again with all original files + mods.con with the run conquest/mods and saving it as wake007.rfa

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 Post subject: Re: New projectiles
PostPosted: Fri Jan 30, 2009 2:35 am 
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Before I get ahead of myself...how are you doing it now? Modding Wake_003.rfa? If so, for now you can just edit that.


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 Post subject: Re: New projectiles
PostPosted: Fri Jan 30, 2009 2:37 am 
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well at first i just modded wake.rfa but someone said not to so i put that back and am creating a wake007.rfa in there i have my folders and mods.con in the ost i made the lighttankspawn spawn a mustang and in the mods i made the knifeactivate the light tank spawn. this would allow me to spawn a mustang *or watevers in lighttankspawn) werever i am.

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 Post subject: Re: New projectiles
PostPosted: Fri Jan 30, 2009 2:44 am 
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 Post subject: Re: New projectiles
PostPosted: Fri Jan 30, 2009 2:54 am 
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testing now il edit this post with results
EDIT: when i go to launch the game the bf picture pops up and dissapears and nothing else happens

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