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Battlefield Modding Tutorials BFMODS • View topic - Adding PCOs to Bunkers and other static objects

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Fri Jun 06, 2008 3:25 am 
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Posts: 256
I can add PCOs like the BM21SAM_PCO1 custom side and im able to access it, however, SSM i cant seem to access the PCO.

Any example code out there that may help SSM

thanks


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PostPosted: Fri Jun 06, 2008 12:35 pm 
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PostPosted: Sat Jun 07, 2008 1:06 am 
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Thanks Twist.

I figured out that its the vehicles entry not the pco.

works good, but as noted elsewhere here in ssm - no collision aspects, cant be destroyed.


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PostPosted: Sat Jun 07, 2008 9:22 am 
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PostPosted: Sun Jun 08, 2008 6:22 am 
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PostPosted: Sun Jun 08, 2008 8:32 am 
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Maybe, I have never tried such things. It could also just be a CSM adjustment. Look at the Stat M60 or the the MUTT gun.


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PostPosted: Sat Nov 15, 2008 10:58 pm 
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Posts: 357
I used this awhile back to make teleporters.. removed the PCO Seats from the APC's

then just set them to have collision to allow them to be damaged..

SSM they're not visible but you can enter them if you know thier locations.. you can always add a CTF flag or something to mark thier locations.


rem @ Remove SeatPosition to use as Teleporter
ObjectTemplate.Active HanomagComplex
ObjectTemplate.removeTemplate 6

rem @ Give the SeatPosition Physics so it can be interacted with
ObjectTemplate.Active Hanomag_Passanger_PCO5
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.setSoldierExitLocation -324.59/-6.422/447.577 180/0/0

rem @ Teleport Spawner - Add Removed Seat From APC to spawner
ObjectTemplate.Active lcvpSpawner
ObjectTemplate.setObjectTemplate 3 Hanomag_Passanger_PCO5
ObjectTemplate.SpawnDelay 0
ObjectTemplate.team 3


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PostPosted: Sun Nov 16, 2008 11:04 am 
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Uhm, so they can be destroyed?


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