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Battlefield Modding Tutorials BFMODS • View topic - Problems with berlin

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Problems with berlin
PostPosted: Fri Aug 28, 2009 4:58 am 
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Joined: Thu Aug 27, 2009 6:31 pm
Posts: 15
Hi guys, thanks for having such a great website. So much good info in here. I have a question about removing grenades on berlin. I found 2 differnt sets of code in here that both kinda work but still having a problem. Both make it so you cant throw grenades. But after you fake throw your 3 nades it switches back to your main gun. When it does this it still shows you throwing grenades but your main gun is out and you cant shoot anyting with it. Is there a way to fix this. Im trying to do this ss. Thanks for any help you can offer. Here is the 2 sets of code i have tried.

Objecttemplate.active GrenadeAllies
ObjectTemplate.magtype 1

Objecttemplate.active GrenadeAxis
ObjectTemplate.magtype 1

ObjectTemplate.Active GrenadeAllies
ObjectTemplate.setInputFire c_PIMouseLook
ObjectTemplate.velocityDependentOnHeat 0
ObjectTemplate.heatAddWhenFire 0

ObjectTemplate.Active GrenadeAxis
ObjectTemplate.setInputFire c_PIMouseLook
ObjectTemplate.velocityDependentOnHeat 0
ObjectTemplate.heatAddWhenFire 0


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 Post subject: Re: Problems with berlin
PostPosted: Fri Aug 28, 2009 10:22 am 
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Joined: Thu Mar 15, 2007 2:22 pm
Posts: 1253
i couldnt find a way to fix that either so i just changed the grenade material to something that did no damage instead.


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 Post subject: Re: Problems with berlin
PostPosted: Fri Aug 28, 2009 3:51 pm 
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Joined: Sun Dec 31, 2006 12:13 am
Posts: 2027
hey cole!

Arg, thats strange. Wake had a infantry server for awhile, but I honestly can't remember having that happen. I think I used the same code too.

Oh, this might work: remove template the nades from the kits. I've seen a modder do that before. I'll bet you can't even select the nades after that. I'm not on a PC with objects.rfa so I don't know what # it is..but that should do it.

Actually here is a post describing how to count addTemplates:
viewtopic.php?f=3&t=4931&p=41053&hilit=count+add+template#p41053
Just scroll down to the blue/green code.
EDIT: Another counting addTemplates post: viewtopic.php?f=3&t=307&p=6753&hilit=count+add+template#p6753
Just find the addTemplate number in the kit's .con file, and in berlin's ObjectSpawnTemplates.con at the end, put:

ObjectTemplate.Active <kitname>
ObjectTemplate.removeTemplate <#>


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 Post subject: Re: Problems with berlin
PostPosted: Sat Aug 29, 2009 12:19 am 
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Joined: Sun Dec 31, 2006 12:13 am
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 Post subject: Re: Problems with berlin
PostPosted: Sat Aug 29, 2009 2:40 am 
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Joined: Thu Aug 27, 2009 6:31 pm
Posts: 15
Why hello there Ice, always nice to see ya around. Thanks alot for the code i will give it a try.


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 Post subject: Re: Problems with berlin
PostPosted: Sat Aug 29, 2009 4:04 am 
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Joined: Thu Aug 27, 2009 6:31 pm
Posts: 15
Ice you are brilliant. That works perfectly. Thank you again for your help.


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 Post subject: Re: Problems with berlin
PostPosted: Sat Aug 29, 2009 4:56 am 
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Joined: Sun Dec 31, 2006 12:13 am
Posts: 2027
awesome, ty for letting me know. That wasn't my code so its good to know it works too! :o


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 Post subject: Re: Problems with berlin
PostPosted: Sun Aug 30, 2009 12:34 am 
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Joined: Thu Mar 15, 2007 2:22 pm
Posts: 1253
did you try this ssm? just curious lol


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