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Disabling a weapon Completely https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=4&t=1425 |
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Author: | IVfluids [ Sat May 28, 2005 1:29 pm ] |
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i mite have to give this a try, i was trying to make an f16 with afterburners a few months back. wonder if it will work on removing the maingun from it so that it only has missels and the afterburn :p |
Author: | GypsyWarrior [ Wed Aug 17, 2005 11:27 am ] |
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really cool info, but where do you add this? I tried a few different places, and the closest I got to getting it working was putting it on the bottom of Conquest/ObjectTemplates.com Worked great for a couple minutes, and then all hell broke loose! Cient Crashed, had to reboot, etc etc... |
Author: | GypsyWarrior [ Wed Aug 17, 2005 11:22 pm ] |
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ok, I got my problem narrowed down some..... I can eliminte the nades just fine I can force all kits to the scout class but when I try and do both at the same time, it crashes the client I've got the kit mod in Init.con and the nade mod in Conquest/ObjectSpawnTemplates.con I'm thinking I might be able to fix this conflict by putting the nade mod somewhere else, my first try, I didn't have much luck eliminating the nades in Init.con, but I'm gonna go ahead and give it another shot. |
Author: | Looney [ Thu Aug 18, 2005 2:13 am ] |
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Author: | GypsyWarrior [ Thu Aug 18, 2005 2:26 am ] |
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Author: | Doom27 [ Wed Jun 21, 2006 12:41 am ] |
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Author: | Why Two Kay [ Wed Jun 21, 2006 3:55 am ] |
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Author: | eldridge [ Sat Jul 08, 2006 4:20 pm ] |
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