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Battlefield Modding Tutorials BFMODS • View topic - Shoot SandBags In DC

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Shoot SandBags In DC
PostPosted: Thu Oct 25, 2007 1:26 pm 
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heres your proof



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 Post subject: Re: Shoot SandBags In DC
PostPosted: Thu Oct 25, 2007 2:03 pm 
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 Post subject: Re: Shoot SandBags In DC
PostPosted: Fri Oct 26, 2007 6:57 am 
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Wasn't this the bugge engie weapon that could build walls with sandbags.
Never saw it in action though.
Wasn't it patched away?
They probebly left code behind by misstake. ;-)

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 Post subject: Re: Shoot SandBags In DC
PostPosted: Fri Oct 26, 2007 5:29 pm 
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 Post subject: Re: Shoot SandBags In DC
PostPosted: Fri Oct 26, 2007 5:35 pm 
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It's invisible I think so it probably doesn't look like much.

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 Post subject: Re: Shoot SandBags In DC
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 Post subject: Re: Shoot SandBags In DC
PostPosted: Fri Oct 26, 2007 6:31 pm 
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 Post subject: Re: Shoot SandBags In DC
PostPosted: Thu May 07, 2009 8:57 pm 
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Old thread yes, but got some info on this subject. In order for this object to be spawned from the Sandbag firearm, you must take off the addtemplated sandbag from the projectile as it will cause a crash the moment you try to fire it. Projectiles don't like it when there is PCOs/bundles addtemplated directly to them.

You can addtemplate a spawner that spawns the sandbag to the projectile and make it work that way. For those who have my mod, you can see how I got it working there. (its on the HeavyAssault kits)

Don't recall having to mess with the lod distances as it was visible the moment I got it to spawn.

You may also want to set a limit to how long the sandbag stays around by adding a criticaldamage timer to it that starts the moment it spawns.

Also, don't forget to add a inertiaModifier to it that is set to zero (if it doesn't have this already). Otherwise it won't stay in a upright position and will more then likely fall over.

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