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Adding Landmines-Wrench-ArtyCall to Kits SSM https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=9&t=4310 |
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Author: | VOLTANO [ Sat Aug 23, 2008 8:16 pm ] |
Post subject: | Adding Landmines-Wrench-ArtyCall to Kits SSM |
Author: | Losnar [ Sun Aug 24, 2008 1:18 am ] |
Post subject: | Re: Adding Landmines-Wrench-ArtyCall to Kits SSM |
Nice one Volt, that's pretty useful. |
Author: | MR PINK BALLS [ Sun Aug 24, 2008 2:07 am ] |
Post subject: | Re: Adding Landmines-Wrench-ArtyCall to Kits SSM |
Indeed I had no Idea you coul do this much appreiciated |
Author: | hardrock [ Sun Aug 24, 2008 10:15 pm ] |
Post subject: | Re: Adding Landmines-Wrench-ArtyCall to Kits SSM |
volt can do quite a bit yall, i love the pistols that shoot cluster bombs, lol!!! thanks for the post old friend, holler!!! |
Author: | Sheppard [ Mon Aug 25, 2008 2:33 am ] |
Post subject: | Re: Adding Landmines-Wrench-ArtyCall to Kits SSM |
I tried this in vanilla a bit after reading this, always wishing that my automatic artillery fire binoculars could be in every kit. However, it seems that putting them in a kit with something in position 5 crashes the server... I tried the removeTemplate x but still no luck... I want to put them on medic, since my medics have a hoha supply depot attached with a 10 meter radius, medpack is not needed. I wanted to make medic like a second assault, giving me more diversity between maps, anyway.... It crashes if I add something to a kit when something is in it's spot. So... any ideas? |
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