Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun Jan 02, 2005 5:05 am 
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See this topic now:
viewtopic.php?f=8&t=4617




Quote:
Common:
c_PIThrottle: the move controls. It is linked to W and S keys.
c_PIYaw: is the turning control. It is linked to A and D keys.
c_PIAction: Is the Space Key. Jump.
c_PIWalk: Is the Left Shift Key.
c_PIFire: Is the fire button. Left Mouse Click.
c_PIReload: Is the R Key. Reload.
c_PIAltFire: Is the secondary fire button. Right Mouse Click.
c_PIMenuSelect1: A menu key. Key 1 on KB.
c_PIMenuSelect2: A menu key. Key 2 on KB.
c_PIMenuSelect3: A menu key. Key 3 on KB.
c_PIMenuSelect4: A menu key. Key 4 on KB.
c_PIMenuSelect5: A menu key. Key 5 on KB.
c_PIMenuSelect6: A menu key. Key 6 on KB.
c_PICrouch: Crouches the Players character. Left Control Key.
c_PILie: Player Character lays down. Z Key
c_PIDrop: Character changes weapons with a kit laying around. G Key.


These are the Default keys for player interactions in game while as Infantry.
If you have altered your keys in-game to diferent ones for diferent
functions. Then the action follows to those keys.
ie. Changing controls to NumberPad 8 and 2 as move forward and back,
instead of W and S.

There are other action Modifiers that can be used for other buttons
and keys. I plan on doing a test to see if Player Controls can be added in
a SSM. As in, a new key previously not defined in the original BF code.
I did a test by adding the Nitrous code to armor with altfire Machine guns
It caused lag spikes but it performed two tasks at once, fired machine
gun and took off.

The reason for this post is, I saw somewhere, a member ask what the
other keys commands were. The "c_PIAltFire" is currently used in many
SSM's to activate Nitrous in Vehicles. I want to see if all of them can be used or just the select few.


Last edited by Yithian on Wed Jan 05, 2005 1:12 am, edited 1 time in total.

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PostPosted: Tue Jan 04, 2005 3:05 pm 
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Location: Germany, US Depot
Now atta boy, that is exactly what i needed to know, cause i was the noob asking :oops:

Thanks muchly

Will see if i can get the spacebar to work on the hind :)


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PostPosted: Tue Jan 04, 2005 3:36 pm 
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darn, i managed to put the nitrus on but i cant fire it , i tried spacebar and 1 on keyboard but no .. :(


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PostPosted: Tue Jan 04, 2005 4:21 pm 
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Location: NH, USA
Zaitsef,

Is your "Jump" set to a different key? If you changed the default then maybe you need to use the newly assigned key.

:idea: Just a thought...

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PostPosted: Tue Jan 04, 2005 4:32 pm 
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Location: 1.80m above the ground
Controls are vehicletype sensitive, dont forget that. Usually in aircraft spacebar is for PI_Fire. So thers a limited number of possible keys from all of the key bindings. Vehicle type is declared with that VT_Air/Lan/Sea stuff. Ufortuantly this cant be changed SS. (i figured thst out when i wanted to bind nitrous to mouelookbuttn, whick is only present in Air type vehivcles.)

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PostPosted: Wed Jan 05, 2005 1:21 am 
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Ok, the spacebar or jump command isn't used in the Air.con file as a c-PIAction. I still
need to see if I can SSM add it to the file. As a matter of fact, it isnt in any
command file except Common and Infantry.

Use a key already used in vehicles and it should work. Lada's, Truck's ,and
Humvee's don't have anything attached to the right mouse click so that is
a good choice for activation untill I take the time to find out if it can be
added as a SSM.

It is interesting that several actions can be used for the same key.
I am wondering if time delays can be used for each action to get a series
of events to a specific goal. Like nitrous on a timed carbomb. All with the
tap of one key.


Last edited by Yithian on Mon Jan 10, 2005 8:01 am, edited 1 time in total.

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PostPosted: Wed Jan 05, 2005 4:23 am 
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i tried putting it on several keys, like position 1 , 2 , 3 or 4 ...

nothing will work ... must be the aircraft, cause i had a nitrus powered Carbomb (that was a good one hehe)


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PostPosted: Wed Jan 05, 2005 5:20 am 
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What are you puting it onto?
It is a control for PCO's only. as far as adding object properties.
What this means is that I havn't been able to attach it to a player
character or anything he carries.

I am attempting to figure out how BF SW attached a PCO to the EliteKit so
we here at 2P will be able to convert the Spawnable Kits into jumpjet kits.
Several of the commands used in the demo are completely different than
BF 1.61.


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