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Battlefield Modding Tutorials BFMODS :: View topic - Removing templates without remming em out.
Battlefield Modding Tutorials BFMODS
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Removing templates without remming em out.
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=4&t=958
Page 2 of 5

Author:  tanfhltu [ Mon Jan 24, 2005 5:07 pm ]
Post subject: 


Author:  Trev [ Tue Apr 12, 2005 7:46 pm ]
Post subject: 


Author:  cc-vortex [ Sat Apr 30, 2005 3:17 am ]
Post subject: 

Is it possible to remove an input using this?
e.g., removing the alt fire from a fighter plane so it can no longer drop bombs?

Author:  Looney [ Sat Apr 30, 2005 5:17 am ]
Post subject: 

yes u can completely remove the alternet weapon system

Exm. A10bombrack
but u would have to use the corresponding # to the part

Author:  cc-vortex [ Sat Apr 30, 2005 5:53 am ]
Post subject: 

Are the coorosponding numbers in the Object.rfa?

Author:  Looney [ Sat Apr 30, 2005 8:03 pm ]
Post subject: 


Author:  Looney [ Sat Apr 30, 2005 8:23 pm ]
Post subject: 


Author:  cc-vortex [ Sat Apr 30, 2005 8:26 pm ]
Post subject: 

Well, this is for vanilla BF, specifically removing the bombs from Zero's and machine guns from Achivals. I assume you're counting down the template lists for the vehicles in the Object.rfa's though?


rem *** AichiValGunBarrel ***
ObjectTemplate.create FireArms AichiValGuns
ObjectTemplate.loadSoundScript Sounds/AichiValMG.ssc
ObjectTemplate.aiTemplate AichiValMachineGun
ObjectTemplate.setNetworkableInfo PlaneFireArmInfo
rem -------------------------------------
ObjectTemplate.visibleBarrelTemplate e_MuzzHeavy
rem -------------------------------------
ObjectTemplate.projectileTemplate AichivalProjectile
ObjectTemplate.projectilePosition 0/0/2
ObjectTemplate.setTracerTemplate Tracer_Projectile CRD_NONE/3/0/0
ObjectTemplate.magSize 600
ObjectTemplate.numOfMag 1
ObjectTemplate.velocity 400
ObjectTemplate.reloadtime 0.1
ObjectTemplate.roundOfFire 10
ObjectTemplate.addFireArmsPosition 0.1/0.5/2.7 0/0/0
ObjectTemplate.addFireArmsPosition -0.1/0.5/2.7 0/0/0
ObjectTemplate.AmmoType 8


rem *** AichiValProjectile ***
ObjectTemplate.create Projectile AichiValProjectile
ObjectTemplate.createNotInGrid 1
rem ObjectTemplate.geometry tracklight_m1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.timeToLive CRD_NONE/1.5/0/0
ObjectTemplate.gravityModifier 0
ObjectTemplate.material 213
ObjectTemplate.material2 -1
ObjectTemplate.stopAtEndEffect 1
ObjectTemplate.dieAfterColl 1


rem *** AichiValBombDummy ***
ObjectTemplate.create FireArms AichiValBombRack
ObjectTemplate.setNetworkableInfo PlaneFireArmInfo
ObjectTemplate.aiTemplate AichiValBombs
ObjectTemplate.projectileTemplate DiveBomberBomb
ObjectTemplate.projectilePosition 0/-0.4/-0.2
ObjectTemplate.magSize 30
ObjectTemplate.numOfMag 1
ObjectTemplate.velocity 0
ObjectTemplate.roundOfFire 0.2
ObjectTemplate.setInputFire c_PIAltFire
ObjectTemplate.addFireArmsPosition -3.299/-0.199/0 0/0/0
ObjectTemplate.addFireArmsPosition 3.299/-0.199/0 0/0/0
ObjectTemplate.AmmoType 7


So it would be 35 since it's the 35th ObjectTemplate in the list?
EDIT: this is from the Weapons.con file.

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