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Battlefield Modding Tutorials BFMODS • View topic - Conditional Objects

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Conditional Objects
PostPosted: Thu Nov 18, 2004 5:04 am 
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PostPosted: Thu Nov 18, 2004 6:29 am 
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I stopped saying things where not possible long ago..... please muse on.


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PostPosted: Thu Nov 18, 2004 12:00 pm 
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it does bring to light a few interresting things...

for one, it could explain why alot of object.creates that we do on server side mods cause lag for the clients. perhaps this is why the BF devs remmed these statements out.

the if thing is cool to. i seem to remember one of the dice dev's being asked on lightcubed if there were any more variables other than v_arg1. he said there were'nt but i'm sure they must exist (there are no more "publicly known ones" ;) ). i wonder what it would take to create a new var to use for whatever reason? (a smiple v_arg2 = something) perhaps?

moved to general discussion

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