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Battlefield Modding Tutorials BFMODS • View topic - DCFX

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: DCFX
PostPosted: Fri Apr 11, 2008 8:45 pm 
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Joined: Wed Jun 13, 2007 7:19 pm
Posts: 621
Location: United States of America
seen a lot of questions about BOTS, or AI, and about carriers. when it comes to BOTS or AI, DCFX tweaked them to where its almost like playing with other people, some of the maps ive modded are almost impossible to win alone. the carriers in DCFX, are a bit more complicated, what ive done is just go into the object.con for DCFX and modded the carrier for the blue team the way i like, but that was not an easy job. there are actually two places to go, and if you are on the carrier using console.showstats, forget about it. you have to look at where the vehicles are spawned and work out the math. for example, i put two cobras at the back end of the carrier, if you killed one, the explosion killed the other, so i had to move them apart, tried the showstats command to no avail, i eventually figured out that the absolute position on the carrier differs from the land or whatever. i wanted a variety of aircraft, so i decided on an f16z, f14b, a10c, av-8c, (gotta love them clusters), apache, cobra, and the MH-53. puttin them in the right spot was diffucult, i tried using the console command, and some craft spawned on the opposite side of the chickin leg, (iwo jima looks like a chicken leg), so i had to go back in, look at the absolute positions, and work it out from there. there are two files i had to work, one was "objects/Common/ObjectSpawns/Objects.con", where the actuall templates are, at least for Iwo Jima, the other for that same, to get the object spawns was objects/Vehicles/Sea/DCX_Nimitz/Objects.con. thats where i realized using showstat command didnt work, lol. anyway, i used the ORIGINAL spawn points for the vehicles on the carrier, and eventually got it the way i wanted, so, as of this posting i have an F14b, two F16Z, (which is a two seater), two AH64s, one harrier with clusters, one A10 same, two AH1s, and an MH53. took some time but they are there and work. on my server the bots are always RED, they do so well, i dont mod much for them.... ;-) if i can help holler at me here, or on xfire, or our website, peace and love, oh, and the DCFX mod, with the right files, 1a and 1c, runs really good and makes for damn good game play, almost all coop maps work, which our webpage has links too FTP.....

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 Post subject: Re: DCFX
PostPosted: Sat Apr 12, 2008 10:06 am 
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Joined: Tue Nov 27, 2007 7:56 pm
Posts: 1226
Wow, good job! Seems like it's really hard to make changes in DCFX. Wish I could play it to check out your server :)


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 Post subject: Re: DCFX
PostPosted: Sun Apr 13, 2008 3:00 pm 
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Joined: Sun Jan 13, 2008 6:12 am
Posts: 215
DCFX and DCX=crash on my vista.


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 Post subject: Re: DCFX
PostPosted: Mon Apr 14, 2008 1:33 am 
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Posts: 621
Location: United States of America

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 Post subject:
PostPosted: Tue Apr 29, 2008 6:13 am 
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Joined: Mon Oct 25, 2004 12:00 am
Posts: 576
Location: 10 Missed Meals From Total Barbarism
go back to xp
don't support MS with their
EA like behaviour
yeah I want to be online TO PLAY COOP
and have ad's shoved at me (not_)


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