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Battlefield Modding Tutorials BFMODS • View topic - Hind AT firing

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Hind AT firing
PostPosted: Fri Jan 18, 2008 3:33 pm 
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Joined: Wed Oct 11, 2006 4:19 pm
Posts: 211
Location: Northern California
DCfinal, SSM:

Original:
ObjectTemplate.Active Mi24D_AT2Arms
ObjectTemplate.addFireArmsPosition -4.145/-0.521/0.5 1.1/0/0
ObjectTemplate.addFireArmsPosition 4.145/-0.521/0.5 -1.1/0/0
ObjectTemplate.addFireArmsPosition -3.465/-0.521/0.5 1.1/0/0
ObjectTemplate.addFireArmsPosition 3.465/-0.521/0.5 -1.1/0/0

Mod:
ObjectTemplate.Active Mi24D_AT2Arms
ObjectTemplate.addFireArmsPosition -4.145/1/6 1.1/0/0
ObjectTemplate.addFireArmsPosition 4.145/-1/6 -1.1/0/0
ObjectTemplate.addFireArmsPosition -3.465/1/6 1.1/0/0
ObjectTemplate.addFireArmsPosition 3.465/1/6 -1.1/0/0

But the original firearm positions exist. The firing cycles thru them. Can the original position be removed and the new ones added?

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 Post subject: Re: Hind AT firing
PostPosted: Sun Jan 20, 2008 4:05 pm 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
Depending of way it fires.
Magsize 4? if not it could be hard.
I did something simular to BFV with a magsize 2.

Set as many new possitions as you have in magsize and see if it fixes it.
When it reloads it should start from first possition you added and then go through the rest untill it has to reload again.

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