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Battlefield Modding Tutorials BFMODS • View topic - is it possible to

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: is it possible to
PostPosted: Sat Jun 13, 2009 2:11 am 
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Joined: Tue May 05, 2009 4:10 am
Posts: 110
Location: Philthadelphia Pa, US OF FARGIN A
I have a conquest mod that id like to convert to co-op
do I just copy and paste the
objectspawntemplates.con
Objectspawns.con
Staticobjects.con
Soldierspawntemplates.con
Soldierspawn.con
controlpoints.con
and controlpointstemplates
all from the conquest and paste them into the single player?
I got so far then it keeps crashing.
is it also possible to stay on topic?
Im finding it a bit frustrating to fish through the shit for answers 8-)

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 Post subject: Re: is it possible to
PostPosted: Sat Jun 13, 2009 7:17 pm 
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Joined: Sat May 10, 2008 3:00 am
Posts: 1877
Staticobjects.con doesn't go in a gametype folder, it goes in the base with the init.con. I wouldn't copy and paste the soldier spawn and soldierspawntemplates, just because they may be different for the bots (I never modded much coop so I don't know). The rest of the files I've done that with successfully.

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 Post subject: Re: is it possible to
PostPosted: Sat Jun 13, 2009 9:57 pm 
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Joined: Sun Sep 16, 2007 2:33 pm
Posts: 1809
Location: Your moms house
I think rather than doing all that cant you just use the activate bots on the map code? its like v_arg something and then set the bots paths from the coop version of that map?


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