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Battlefield Modding Tutorials BFMODS • Search

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Forum: Questions / Need Assistance   Topic: What does ObjectTemplate.isPortalPassing Do?

Posted: Tue Mar 24, 2009 2:36 am 

Replies: 27
Views: 12710


I even addtemplated it to a vehicle and beenable to switch to it like if it was a vehicle position. (but game would crash as soon as I tried to switch to another position as oddly, once I was in it, I couldn't exit the vehicle without changing to another position) INTERESTING! This works like this ...

 Forum: Questions / Need Assistance   Topic: Stationary_Oerlikon

 Post subject: Re: Stationary_Oerlikon
Posted: Tue Mar 24, 2009 2:41 am 

Replies: 9
Views: 3566


Not sure if this will work for you... but I've used similar code in BFV to allow players to enter PCO's I've spawned: ObjectTemplate.active Stationary_Oerlikon ObjectTemplate.setSoldierExitLocation 0/0.5/0 0/0/0 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.HasResponsePhysics 1 ObjectTemplate....

 Forum: Battlefield Vietnam   Topic: Drawing Borders / Invisible Walls

Posted: Tue Mar 24, 2009 2:46 am 

Replies: 28
Views: 17933


Hahah, nice idea... the [TKO] server had an "underground only" version of Saigon 1968 a year or two ago... but we decided to open it up because the map as a whole is pretty awesome. I wouldn't bother with changing the "out of bounds" as that won't help very much. Use either logtr...

 Forum: Battlefield Vietnam   Topic: PBR boat troubles?

 Post subject: Re: PBR boat troubles?
Posted: Tue Mar 24, 2009 2:48 am 

Replies: 15
Views: 10109


 Forum: Battlefield Vietnam   Topic: Drawing Borders / Invisible Walls

Posted: Wed Mar 25, 2009 12:08 am 

Replies: 28
Views: 17933


I thought that was fixed by making them sea vehicles? Yes and No... You cannot spawn a vehicle using .setteam or .osid underground even if it is set to use ObjectTemplate.VehicleCategory VCSea However what you CAN do is allow players to spawn those objects... such as placing a mortar underground wh...

 Forum: Battlefield Vietnam   Topic: LogTrap Bridges & Walls <SSM>

Posted: Wed Mar 25, 2009 12:28 am 

Replies: 32
Views: 22085


Skip reading this & jump to the solution HERE ! I'd like to make it so that the LogTrap cannot be destroyed... in other words when you shoot the stick holding the logs up they won't come tumbling down & kill everything in their way. Here's the LogTrap objects.con file: rem *** LogTrap *** O...

 Forum: Battlefield Vietnam   Topic: LogTrap Bridges & Walls <SSM>

 Post subject: Re: Help modding LogTrap
Posted: Thu Mar 26, 2009 8:02 am 

Replies: 32
Views: 22085


First of all thanks for the suggestions everyone. Secondly I tried this same code on the O_LogTrapW_stk1_m1 but it had no effect. Looks like .active Logtrap is the way to go ;) ObjectTemplate.active LogTrap ObjectTemplate.addToCollisionGroup c_CGProjectiles ObjectTemplate.material 4 ObjectTemplate.a...

 Forum: Battlefield Vietnam   Topic: LogTrap Bridges & Walls <SSM>

Posted: Mon Mar 30, 2009 3:45 am 

Replies: 32
Views: 22085


So after extensive testing I've found that the LogTraps can still be triggered. Bullets & Explosions have no effect... but it seems that objects (such as vehicles or soldiers) bumping into the logs can randomly trigger them. Is the solution to try a different material # or is there something els...
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