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Battlefield Modding Tutorials BFMODS • Search

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Forum: General Discussion   Topic: Lols?

 Post subject: Re: Lols?
Posted: Wed Mar 04, 2009 12:36 am 

Replies: 33
Views: 13610


 Forum: Questions / Need Assistance   Topic: What guns are on what vehicles?

Posted: Wed Mar 04, 2009 12:47 am 

Replies: 15
Views: 5705


I know this is for BF1942... but I had a similar experience in BFV when attempting to alter the machinegun on the M113 vehicle. You can read that post here . Basically what I learned is that sometimes a projectile is defined within a specific vehicle's Weapons.con file. So in order for me to change ...

 Forum: Questions / Need Assistance   Topic: What guns are on what vehicles?

Posted: Wed Mar 04, 2009 2:04 am 

Replies: 15
Views: 5705


Iced Earth is the man, he knows his $hiznit ;)

 Forum: Questions / Need Assistance   Topic: Adding custom music to a map?

Posted: Thu Mar 05, 2009 1:58 am 

Replies: 19
Views: 8609


Uhhmm, maybe I misunderstood... but Battlefield doesn't have anything like that. The way people play client-side mods is by going to a site and downloading the maps/mods and then installing them. Sadly there's not an automated system built into the game for it like Call of Duty has... that'd be nice...

 Forum: Battlefield Vietnam   Topic: Adding Towers SS

 Post subject: Re: Adding Towers SS
Posted: Tue Mar 10, 2009 10:36 pm 

Replies: 13
Views: 10418


Since TheFairy's code appears correct I'm going to assume what he's done is edit the ObjectSpawnTemplates.con within the Operation_Irving.rfa file. HOWEVER there is another file, Operation_Irving_001.rfa, that also has ObjectSpawnTemplates.con in it. This is the one you need to edit!!!

 Forum: General Discussion   Topic: Epic Fail threads/comments

Posted: Wed Mar 11, 2009 2:53 am 

Replies: 11
Views: 5359


mrhowdoimod... you forgot to list ! :lol:

 Forum: Questions / Need Assistance   Topic: paradrop appears only after all flags taken?

Posted: Thu Mar 12, 2009 3:44 am 

Replies: 6
Views: 2231


Here's my idea: Allies capture a specific flag (let's imagine it is OSID 9). Axis "object" spawns from OSID 9 high up in the air (use ObjectTemplate.HoldObject 1 so it doesn't fall). This "object" has an Axis spawn point attached to it. If flag (OSID 9) is recaptured by the Axis ...

 Forum: Questions / Need Assistance   Topic: Var v_value

 Post subject: Re: Var v_value
Posted: Tue Mar 24, 2009 2:23 am 

Replies: 8
Views: 3084


That's actually quite interesting... too bad I don't work on CSM's anymore. Does anyone see any potential using this with SSM's?
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