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Battlefield Modding Tutorials BFMODS :: View topic - Adding Landmines-Wrench-ArtyCall to Kits SSM
Battlefield Modding Tutorials BFMODS
https://battlefieldmodding.com/ssm/phpBB3/

Adding Landmines-Wrench-ArtyCall to Kits SSM
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=9&t=4310
Page 1 of 1

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!!! :lol: thanks for the post old friend, holler!!!
8-)

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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