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Battlefield Modding Tutorials BFMODS • View topic - more realism

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: more realism
PostPosted: Sun Sep 27, 2009 7:47 pm 
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 Post subject: Re: more realism
PostPosted: Sun Sep 27, 2009 7:50 pm 
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Coroner coded an airstrike with by spawning an emitter that created projectiles. If you spawned the emitter in the air, there would be a random minefield under it yes?

p.s. IIRC means "if I remember correctly"

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 Post subject: Re: more realism
PostPosted: Sun Sep 27, 2009 7:56 pm 
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so that would be like calling in artillery but it would spawn projectiles above were you called it in and they would drop down?

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 Post subject: Re: more realism
PostPosted: Sun Sep 27, 2009 8:40 pm 
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I tried adding projectile to an emitter....never got it to work....Find that code, I want to know what he did to make projectiles work with emitters...

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 Post subject: Re: more realism
PostPosted: Sun Sep 27, 2009 8:58 pm 
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Yeah, right, it was coroner and not Nitrox...my bad.

I fished for the thread, here it is. Weird you don't recall it, you were one of the first to answer there ;) .

viewtopic.php?f=3&t=5182

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 Post subject: Re: more realism
PostPosted: Mon Sep 28, 2009 2:48 pm 
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It isnt a projectile to a emitter, right?
As I read it is the other way around, a projectile spawning some emitter chairs.


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 Post subject: Re: more realism
PostPosted: Mon Sep 28, 2009 6:53 pm 
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Look further down in the first post's code:

ObjectTemplate.create EffectBundle e_AirStrikeBeacon

There he was fiddling around.

But I think it didn't work for coroner in the end, he worked around that issue altogether.

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 Post subject: Re: more realism
PostPosted: Tue Sep 29, 2009 1:46 am 
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Nowhere in that code he posted that I see any projectiles being spawned via emitters.....

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