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Battlefield Modding Tutorials BFMODS • View topic - No4 In DCF You Think CSM Certaintly not

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Mon Sep 24, 2007 12:21 am 
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Joined: Tue Jul 03, 2007 4:03 pm
Posts: 372
well i think this works it did for meget some bf42 kits in dcf SERVER SIDE MOD
hope this isnt old news

ObjectTemplate.create ObjectSpawner (your position name)
ObjectTemplate.setObjectTemplate 2 GB_Scout
ObjectTemplate.setObjectTemplate 1 GB_Scout
ObjectTemplate.MinSpawnDelay 20
ObjectTemplate.MaxSpawnDelay 60
ObjectTemplate.SpawnDelayAtStart 0
ObjectTemplate.TimeToLive 45
ObjectTemplate.Distance 40


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PostPosted: Mon Sep 24, 2007 12:25 am 
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Joined: Fri Aug 24, 2007 3:59 am
Posts: 7
Credits:
ServerSideModding Basic Tutorials

PS: next time, read through the tutorials all the way before you ask me for a code (its not rocket science)


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PostPosted: Mon Sep 24, 2007 7:09 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
yep u can even assign the old weapon kits from bf1942 to the corresponding positions in init.con.

every kit is spawnable too, giving u lots of things to play with that need a seperate kit to be picked up.

e.g. we have a K98 Sniper kit, modified, so the sniper can toss himself a vehicle and escape if his position is compromised.

thx for sharing the code though :)

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PostPosted: Mon Sep 24, 2007 8:04 pm 
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Joined: Tue Jul 03, 2007 4:03 pm
Posts: 372
then why doesnt the M1 Garand not work


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PostPosted: Fri Sep 28, 2007 1:42 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
u need to spawn the kit, not just the weapon.

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