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 Forum: Questions / Need Assistance   Topic: No Base Camping mod problems

Posted: Wed Nov 17, 2004 5:01 pm 

Replies: 25
Views: 11866


I'm trying to do the same no BC mod on BF1942. While human kill works OK, I'm having problem with vehicles. If I try to destroy them, they do indeed loose life, but at "Z?ro" instead of exploding they stay there burning 8O (the guy is killed alright). http://www.quakexpert.com/clanpuma/images/screen...

 Forum: Questions / Need Assistance   Topic: No Base Camping mod problems

Posted: Wed Nov 17, 2004 7:27 pm 

Replies: 25
Views: 11866


Absolutly, Rem **** Stops RED camping *********** ObjectTemplate.Active hanomagVehicleSupplyDepot Will reopen the definition of the hanomag which is the German APC in El-Alamein. Any Hanomag in the game will become a "kill zone on wheels" This means in fact that if you take the Ger-APC, you become a...

 Forum: General Discussion   Topic: anti camp bubble "dead hulk" solution?

Posted: Fri Nov 19, 2004 12:54 pm 

Replies: 33
Views: 14190


As stated in the Anti BC mod problem thread, If tried to desarmed the tanks on Berlin by making an ammo drain bubble. It worked all right, but the Ammo counter goes negative. So if the guy has stollen the tank in your base, and exit it , your left with a tank with -3500 gunshell :lol: :lol: it'll ta...

 Forum: Tutorials and Guides   Topic: BF 1942 No Basecamping on El Alamein

Posted: Sat Nov 27, 2004 1:27 pm 

Replies: 31
Views: 22272


Great HitMan, Indeed if carrier works this is THE solution. I see that for El-alamein you've taken high speed (-25) destruction for "local vehicule" (ie Tiger in Axe base) and slower destruction (-5) for penetrating vehicule (ie Sherman in Axe base). I indeed did this to ensure that local vehicule a...

 Forum: Questions / Need Assistance   Topic: No Base Camping mod problems

Posted: Fri Nov 19, 2004 10:42 am 

Replies: 25
Views: 11866


Well G-Force, To replace the M3A1 by an Hanomag in UK base you put this : ObjectTemplate.create ObjectSpawner APCSpawner rem ***Modified by ~[PuMa]~Le_Chat ; Nov-2004 *** ObjectTemplate.setObjectTemplate 2 Hanomag rem *** End Mod *** Where you replace M3A1 by Hanomag. Then, both sides are using Hano...

 Forum: Tutorials and Guides   Topic: BF 1942 No Basecamping on El Alamein

Posted: Sat Nov 27, 2004 3:40 pm 

Replies: 31
Views: 22272


Hitman, Have tested your Battleaxe Mod, would suggest 2 modifications. You've made a fast destruction of vehicules in home base (as discussed in previous post), which is fine. But for Battleaxe specifically, would not do that for light tanks for following reasons : :arrow: They do not respawn in hom...

 Forum: Tutorials and Guides   Topic: BF 1942 No Basecamping on El Alamein

Posted: Mon Nov 29, 2004 3:57 pm 

Replies: 31
Views: 22272


Have been on your forum and seen the debate about "bubbles". Similar positive comments received in France, on the maps I've modded. We have implemented several in Team Servers like ours ~[PuMa]~team but also on public servers to get rid of noobs and it works great. http://www.quakexpert.com/clanpuma...

 Forum: Tutorials and Guides   Topic: BF 1942 No Basecamping on El Alamein

Posted: Mon Nov 29, 2004 4:26 pm 

Replies: 31
Views: 22272


By the way forgot to add : :arrow: reg. destruction speed , I'm now using -2 for slow destruction on most maps (in 50% cases it still does explode) which is fast enough to prevent too high damage to be done by intruder. :arrow: On Omaha had to reduce to -1 to ensure explosion. Indeed destruction sta...
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