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Battlefield Modding Tutorials BFMODS • View topic - Getting Started: Using winRFA to make your own patchfiles

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Feb 19, 2009 5:10 am 
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Well this is irrelevant.


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PostPosted: Thu Feb 19, 2009 5:47 am 
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PostPosted: Thu Feb 19, 2009 7:30 am 
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@ Jeronimo:

Lol! You are absolutely right. I had never seen the coords properly labeled until I opened Editor42 and tried messing with some objects (all but a few months ago). Much to my surprise, X and Y were not where I thought they should be! I've had it wrong this entire time. But...not knowing the name of the coord I was using has never been an issue, so long as I got the numbers right.

The rest of your post blew my mind. I would learn it the new way, but I already know how positions work in my backwards world, so I'll stick to that. :lol:

Anyways, I'll edit the post with the fix. Thanks!

Oh and make sure you post more often! :razz:


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PostPosted: Fri May 08, 2009 10:13 am 
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Location: Philthadelphia Pa, US OF FARGIN A
Thanks Iced
Im going to begin today
I want to add planes to Guadal Canal in both hangers and also shorten spawn times.
Id like also to add kits to each hilltop bunker say an engi and or zook kit in case im a medic and find myself cornered by a tank.
Id like also to add AA so its not a plane whore map.
When I get good enough I want to change the parameters governing the planes performance, ie, stangs wont rule the air
also I want to add code to make the bi-planes on another mod fly faster like zeros and stangs.
High lofty goals but ill start small and go from there.
Thanks for your help here bro
Peace
Malestrom

there ish no spoone, spork eh

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PostPosted: Sat May 09, 2009 2:05 am 
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PostPosted: Sat May 09, 2009 10:23 pm 
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Im a Rambo run and gun monster,
I never run lol!! :twisted:
Often im an engi and ill mine the sob and xpac him as well.
If im not an engi id like to see a pack so I can change to one 8-)

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PostPosted: Tue May 12, 2009 4:04 am 
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Location: Philthadelphia Pa, US OF FARGIN A
I copied and pasted your code into the locations you said to and unfortunately it isnt loading bf109s on the axis side in conquest mode.
Does the code have to be typed in manually or is copy/paste ok?
Im pretty sure I packed it correctly as it made another .rfa named Market_Garden_005.rfa
I had the vanilla and .000 and .003 so I named it .005
Thant shouldnt make it not work would it?
It ran in conquest mode, no crash but no planes either.
I stopped the server, uploaded the file Market_Garden_005.rfa
Restarted the server
But no go :?
Thanks for any help.

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PostPosted: Tue May 12, 2009 8:12 am 
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If you're doing exactly what it says it should be fine remember you don't need to put anything into the ObjectSpawnTemplates.con because the FighterSpawner already exists.

All is needed is this in your ObjectSpawns.con

rem *** Additional Fighter #1 ***
Object.create FighterSpawner
Object.absolutePosition 1193.34/40.28/724.55
Object.rotation 0/-9.66/0
Object.setTeam 1

rem *** Additional Fighter #2 ***
Object.create FighterSpawner
Object.absolutePosition 1193.34/40.28/724.55
Object.rotation 0/-9.66/0
Object.setTeam 1


Look out for small errors such as a rem on part of the code: remObject.create FighterSpawner

And if your server is a linux server, put it in lower case, rename your mod to market_garden_005.rfa

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