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Battlefield Modding Tutorials BFMODS • View topic - Adding Landmines-Wrench-ArtyCall to Kits SSM

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sat Aug 23, 2008 8:16 pm 
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Do everything to the best of your ability and you will find yourself in the future doing everything better than you thought possible.
Anthony Voltano 7/7/4777
VXF VOLT


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PostPosted: Sun Aug 24, 2008 1:18 am 
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Nice one Volt, that's pretty useful.

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PostPosted: Sun Aug 24, 2008 2:07 am 
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Indeed I had no Idea you coul do this much appreiciated


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PostPosted: Sun Aug 24, 2008 10:15 pm 
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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-)

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PostPosted: Mon Aug 25, 2008 2:33 am 
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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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