Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: The Guided SMAW
PostPosted: Sat Feb 02, 2008 1:08 pm 
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Joined: Mon Aug 16, 2004 12:00 am
Posts: 2120
There is ObjectTemplate.removeTemplate X, where X is a number [starting at count 0] of the things that were .addTemplate'd to the object. But that can be very messy to work with as a SSM, and usually lags out or crashes if removing something too important.

More infos here: viewtopic.php?f=4&t=958&st=0&sk=t&sd=a&hilit=removetemplate
and elsewhere, but that was the main first thread on the discovery.


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 Post subject: Re: The Guided SMAW
PostPosted: Sat Feb 02, 2008 8:23 pm 
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Joined: Sun Sep 16, 2007 2:33 pm
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Location: Your moms house
Quote:
.removeTemplate X, where X is a number [starting at count 0] of the


X to the Y to the wha?

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 Post subject: Re: The Guided SMAW
PostPosted: Tue Feb 05, 2008 12:04 am 
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Joined: Tue Apr 24, 2007 12:02 am
Posts: 128
Location: Netherlands / Holland
lol

pink

well next time i will be shure to post a line (will test it first)

but thnx for the topic link

it solved a few of my problems :)

greetz RED

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 Post subject: Re: The Guided SMAW
PostPosted: Sun Jun 07, 2009 7:30 pm 
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Joined: Fri Oct 03, 2008 4:37 pm
Posts: 513
Location: Levelland, Texas
Just a friendly thread bump. I found a way to stop the rocket into air when exiting guided handheld weapons bug.

Add this to the PCO that a handheld weapon will be firing:

Code:
ObjectTemplate.exitSpeedMod 0


This effectively prevents you from gaining any momentom from the PCO being fired in the event that you exit it prior to detonation.

I discovered this by accident by the way!

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 Post subject: Re: The Guided SMAW
PostPosted: Fri Jun 19, 2009 8:13 pm 
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lol cool man

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