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Battlefield Modding Tutorials BFMODS • View topic - Laser Dot Sight

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Laser Dot Sight
PostPosted: Thu Sep 03, 2009 7:22 pm 
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Posts: 1226
Once again, with autofire you can put it on once and it will go endless unless switched to a other weapon.


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 Post subject: Re: Laser Dot Sight
PostPosted: Fri Sep 04, 2009 4:40 am 
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ok i think im lost. ive never created a firearm or handfirearm. can you attach the "firearm" to the "handfirearm"? looking at the code for the A10 from DC 0.7, which has 2 weps for the pilot... both firearms are addTemplated to the Lod which is addTemplated to a PCO. Do i have to add something to the handfirearm to tell it to use the firearm for the alternative fire button? I can't see how you can add a firearm to another firearm or handfirearm? I must be adding firearm the wrong way. Do i have to add it to the kit or soldier?

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 Post subject: Re: Laser Dot Sight
PostPosted: Fri Sep 04, 2009 4:43 am 
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You add it to the HandFireArm that you want the laser sight on. So yes, you would be addTemplating a firearm to another fire arm.

Make sure it's the last child object. AddTemplate it AFTER the lodobject addTemplate entry. Failure to do this might brake reload animations or certain meshes contained in a reload animation wont be present. Don't addTemplate it to the soldier or anywhere else as it won't work like that.

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 Post subject: Re: Laser Dot Sight
PostPosted: Fri Sep 04, 2009 8:42 am 
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 Post subject: Re: Laser Dot Sight
PostPosted: Sat Sep 05, 2009 4:07 am 
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 Post subject: Re: Laser Dot Sight
PostPosted: Sat Sep 05, 2009 4:08 am 
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thanx freddy... seeing your code did help also!

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 Post subject: Re: Laser Dot Sight
PostPosted: Sat Sep 05, 2009 2:13 pm 
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It cuts off after a while because it runs out of ammo?


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 Post subject: Re: Laser Dot Sight
PostPosted: Sat Sep 05, 2009 2:23 pm 
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