Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Jan 05, 2005 7:41 am 
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Joined: Mon Dec 20, 2004 12:00 am
Posts: 63
I have a nitro OH6 working with right click but I have to listen to the call for arty strikes! Its worth it tho!!! Blazing fast OH6. Fun in CTF.

Here is the server IP if you wana chk it out.

24.92.9.244 ( |MOB| DC Modded 1.61b). El Alamein CTF

Thx to the great wealth of info here I managed to change all the spawn points to my liking! Place practically any object anywhere I want. I have accomplished everything I originally set out to do and more!

Truck and Lada are carbombs with niTro.
DPV's and all HUmvee's are niTro.
Apache and Hind at each main.
Secret F-14 base, Apache base, and Harrier base.

Couple of other xtras, you know how it is!


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PostPosted: Wed Jan 05, 2005 4:23 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
Great, sounds like fun but the my original Problem is and was to find an input on a chopper that has Fire and Altfire already in use.

I want a big Battle Chopper that will burst forward like Airwolf (remember the series ?) lol


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PostPosted: Wed Jan 05, 2005 4:47 pm 
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Joined: Fri Sep 17, 2004 12:00 am
Posts: 986
Location: 1.80m above the ground
LOL, airwolf was the first thing a thought about when i tried the OH6 code.
http://www.currybeast.com/ftp/tools/midi/Airwolf.mid

Wieeee, i remember sometelling me about disabling the arty call:
http://www.toolazy2p.com/modules.php?name=Forums&file=viewtopic&t=316&start=90

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PostPosted: Thu Jan 06, 2005 5:19 pm 
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Joined: Mon Nov 15, 2004 12:00 am
Posts: 696
Location: Germany, US Depot
Nice tune ... lol

I guess now that i got the tune i will have to make a whole AIRWOLF Mod


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PostPosted: Mon Jan 10, 2005 8:16 am 
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Joined: Wed Oct 13, 2004 12:00 am
Posts: 298
Code:
ObjectTemplate.Active AltCallArtillary
ObjectTemplate.setInputFire c_PIMouseLook

The above negates the arty call.
(Not sure how the mouselook doesn't key it off. But it doesn't.)

This is the code for the OH-6 and the MH-500.


Code:
ObjectTemplate.Active OH6Complex
ObjectTemplate.addTemplate Silkworm_Engine
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 0/-15/0

ObjectTemplate.Active MH500Complex
ObjectTemplate.addTemplate Silkworm_Engine
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.setRotation 0/-15/0

The above adds the turbo/nitrous engine. The rotation is to maintain altitude
with nose near level on horizon.



Code:
ObjectTemplate.Active Silkworm_Engine
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.setInputToRoll c_PIAltFire
ObjectTemplate.setEngineType c_ETPlane
ObjectTemplate.setMaxSpeed 0/0/50000
ObjectTemplate.setAcceleration 0/0/10000
ObjectTemplate.setTorque 50.0
ObjectTemplate.setDifferential 300.0

Tells the game how to enable the engine and what its characteristics are.


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PostPosted: Mon Jan 10, 2005 9:13 am 
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Joined: Fri Sep 17, 2004 12:00 am
Posts: 986
Location: 1.80m above the ground
I think the mouselook doenst work because its already in use, i think.

Jst a note: if i would disable a weapon id rather use somewthing like c_PIWalk orso, because to what i know it doest cause any problems and avoids conflicts, but as long as mouselook works, hey why not :D

But that artycall, does that disable it for al the vehicles?
Not really a prob tho, nobody ever uses it :D

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PostPosted: Mon Jan 10, 2005 9:37 am 
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Joined: Wed Oct 13, 2004 12:00 am
Posts: 298
The walk command isn't used in any vehicle commands.
Since it is a vehicle I was changing, I had to use a vehicle command.

The above list is for infantry to help with those playing with the Jetpacks.
If anyone would like I could easily post all the commands from the default
controls folder.

And yes as far as I know it disables all arty calls from vehicles but not
calls from infantry.


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PostPosted: Mon Jan 10, 2005 11:38 am 
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Joined: Fri Sep 17, 2004 12:00 am
Posts: 986
Location: 1.80m above the ground
No thats just why i would choose c_PIWalk, because it wont work in any vehicle :D
Thoufht it wiouldt give problems

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