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Battlefield Modding Tutorials BFMODS • View topic - If a mod/tweak works on a dedicated server...

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun Aug 09, 2009 6:52 am 
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... does that mean it would be a SSM? Im sure i sound stupid right now =). All the tweaks that ive done in my custom maps work as they were designed to when hosted on a dedicated server & if run locally. Does that mean i could take the same tweaks & put it into this OST.con file that everyone speaks of & everything would still work?

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PostPosted: Sun Aug 09, 2009 7:14 am 
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The easiest way to answer this question is to try it and test it. If you can make a mod to the files on a server, then connect with a 100% unmodded completely clean client, and have it works, then it works. If the client needs a copy of the file too, then it doesn't work.

Things that are never SSM: anything that changes graphics, new vehicles/weapons/etc, static objects (invis or not removed, if changed), no new kits, no modified kits, no new teams, and the list goes on.

Things usually not SSM: no change in magsize, number of mags, anything with networkableinfo that can't be removed, etc. But those are just "sometimes."


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PostPosted: Sun Aug 09, 2009 3:10 pm 
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Actually you can change kits, but only a limited amount. You can add things to the empty slots but you can't remove things or replace them.
And the only object you can create successfully on every map is a jetpack.

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PostPosted: Sun Aug 09, 2009 4:16 pm 
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PostPosted: Sun Aug 09, 2009 4:25 pm 
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Alright i think i understand that there is a major difference now. Does anyone know if "ObjectTemplate.itemIndex" works server side?

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PostPosted: Sun Aug 09, 2009 4:30 pm 
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highly doubt it. If it did then it would probably be glitchy. very glitchy.

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PostPosted: Sun Aug 09, 2009 5:50 pm 
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It doesn't.

And pink...I just said that! I didn't elaborate...but yes if you add a weapon to a kit as long as it's slot is empty it will work, but you will still see the animations of the weapon you were previously holding.

This works ssm:
Active US_Assault
addTemplate repairpack
addTemplate binoculars

This doesn't:
Active US_Assault
addTemplate exppack

As long as the item index of the weapon you're adding is empty in the kit you can add weapons.

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