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Battlefield Modding Tutorials BFMODS • View topic - Making vehicles static (immobile)

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Aug 25, 2004 11:45 pm 
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Location: Seattle, WA USA
This would be great for adding basses without adding firepower. Not to mention stopping the morons who would fly off with the only spawnpoint for a base.

Please get this worked out. :D


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PostPosted: Thu Aug 26, 2004 12:50 am 
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I went and tested again, still couldn't move the helo. doesn't help much but the addtemplating is still the only difference I can see from the one that spawns on the carrier.

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<a href="http://www.roguecell.com">RogueCell</a> DC Final - 139.55.147.27


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PostPosted: Thu Aug 26, 2004 12:55 am 
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IN the FH version of Midway there's a japanese bomber that circles around empty over the japanese fleet until someone enters it.

I haven't been able to find what's making this happen yet, but there's bound to be some useful stuff behind this.

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PostPosted: Thu Aug 26, 2004 1:18 am 
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Rules??? Don't be silly... this is war


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PostPosted: Thu Aug 26, 2004 1:53 am 
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Alright, when I add the holdobject line to the Opp Carrier, it makes the boat bounce slightly, (maybe from the map water effects) and when I get into the conning tower, I can drive away. I would imagine the best thing to do at this point would be to disable the PilotPCO controls, but this is WAY above my head at this point. As long as the PilotPCO was broken, the hold feature wouldnt be needed.


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PostPosted: Thu Aug 26, 2004 3:07 am 
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Could you use set.active and redo the whole vehicle? If you can, I will script the vehicles to not move.

I realize this would mean adding the needed lines to anymap that this would be desired on, but it would be easy enough to do it.


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PostPosted: Thu Aug 26, 2004 3:09 am 
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wait... i think have another fix... i'm verifying it works right now...

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