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Battlefield Modding Tutorials BFMODS • View topic - New Kits Crash, but why?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: New Kits Crash, but why?
PostPosted: Sat Mar 21, 2009 10:38 pm 
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Ok, would someone please take a look at these files, I made 3 new kits for US and German, and edited the AT kit and before you ask, I moved the bazooka and panzerschreck to position 5. So would someone please help, they look ok to me but I've never done this before.

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PostPosted: Sun Mar 22, 2009 12:29 am 
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I was 90% sure but wanted to see what you did so I downloaded it. Weapons can't be put in different slots, so you're going to have to make a Bazooka2 or something, and give it an itemIndex of whatever you want.


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PostPosted: Sun Mar 22, 2009 12:34 am 
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Why can't I change weapon indexes, as far as my game knows its the way it should be...
I'll try it anyway, thanks.

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PostPosted: Mon Mar 23, 2009 5:22 pm 
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PostPosted: Mon Mar 23, 2009 7:11 pm 
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I used the NewObjectGenerator, it creates new animation files.

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PostPosted: Mon Mar 23, 2009 8:52 pm 
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NewObjectGenerator? I'm not familiar with what that is. Care to explain? :razz:

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PostPosted: Mon Mar 23, 2009 9:11 pm 
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It's in the MDT. It copies the .con files of any weapons/vehicle with your given name. Anyway, I have a problem-

It seems that when I add the new animations.rfa to my mod (the .inc file only includes these two weapons- NewBazooka and NewPanzershreck) it crashes when loading. This is with the .ske, .baf, and .con/.inc files. I think I found the problem though- It seems that the NOG (NewObjectGenerator) didnt organize the files in the right structure, or even rename most of them properly. :roll:

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PostPosted: Mon Mar 23, 2009 9:15 pm 
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I've done everything like this strictly with notepad...I never had problems making copies of weapons. I had to do this for my Guided AA kit so that I could add a new landmine to slot 4. I also revived the APLandmine weapon and made it functional again.

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