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Battlefield Modding Tutorials BFMODS • View topic - Nitro for BFV, has anyone got it to work?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 184 posts ]  Go to page Previous  1 ... 16, 17, 18, 19, 20, 21, 22, 23  Next
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PostPosted: Sat Jun 23, 2007 1:51 am 
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Posts: 166
but im already using a brdm horn for something...

so would i do this then?

ObjectTempalte.Active MuttHorn
ObjectTemplate.setRotarion 0/90/0
ObjectTemplate.InputFire c_PIAltFire
ObjectTemplate.reloadtime 0.01
ObjectTemplate.roundOfFire 10
ObjectTemplate.fireOnce 0
ObjectTemplate.fireingForce 150
ObjectTemplate.recoilSpeed 15
ObjectTemplate.recoilSize 50

and it will hover on right click?

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PostPosted: Sat Jun 23, 2007 2:42 am 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015

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PostPosted: Sat Jun 23, 2007 2:53 am 
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Joined: Mon May 28, 2007 4:08 am
Posts: 166
wha.... no it crashed on using the rockets code not the hover code!


so itried the code i posted, it doesnt work?

im gonna try the other hover code...


oh and i have an amphibious tank with a medic locker on it, but it sinks.. and only heals the driver.. can u tell me whats wrong?

*** the floaters are in the positions of the wheels, 3 left wheels and 3 right wheels

ObjectTemplate.Active Patton
ObjectTemplate.hpLostWhileDamageFromWater 0
ObjectTemplate.addTemplate BRDM2Floater
ObjectTemplate.setPosition -1.5/0.511/1.418
ObjectTemplate.addTemplate BRDM2Floater
ObjectTemplate.setPosition -1.5/0.511/-0.192
ObjectTemplate.addTemplate BRDM2Floater
ObjectTemplate.setPosition -1.5/0.511/-0.996
ObjectTemplate.addTemplate BRDM2Floater
ObjectTemplate.setPosition 1.5/0.511/1.418
ObjectTemplate.addTemplate BRDM2Floater
ObjectTemplate.setPosition 1.5/0.511/-0.192
ObjectTemplate.addTemplate BRDM2Floater
ObjectTemplate.setPosition 1.5/0.511/-0.996

ObjectTemplate.Active PattonComplex
ObjectTemplate.addTemplate Tango_Engine
ObjectTemplate.setPosition 0/1.289/-5.493
ObjectTemplate.addTemplate Tango_Propeller
ObjectTemplate.setPosition -1.363/1.289/-5.493
ObjectTemplate.addTemplate Tango_Propeller
ObjectTemplate.setPosition 1.38/1.289/-5.493
ObjectTemplate.addTemplate TangoRudder
ObjectTemplate.setPosition -1.373/1.274/-7.24
ObjectTemplate.addTemplate TangoRudder
ObjectTemplate.setPosition 1.38/1.274/-7.24
ObjectTemplate.addTemplate USmediclocker


and idk whats wrong


so u wont ask this stuff,
its vietnam
its mapside

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PostPosted: Sat Jun 23, 2007 9:29 am 
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PostPosted: Sat Jun 23, 2007 1:59 pm 
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PostPosted: Sat Jun 23, 2007 5:34 pm 
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PostPosted: Sat Jun 23, 2007 5:47 pm 
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Posts: 166
i only tried it once... the sheridan can swim?!?! since when!? ive always known about the pt76 swimming, but the sheridan?

i was owndering, i trid it with Tango_Floater , but my game doesnt start with that there...
it works as TangoFloater(the game) but the tank sinks
BDRM_Floater doesnt start either
so for now i give up the amphibious tank...

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PostPosted: Sat Jun 23, 2007 7:19 pm 
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Joined: Thu Apr 19, 2007 7:38 pm
Posts: 177
True only pt76 is amphibious tank
Try to put tank floaters, not ship floaters...
Floaters are coded in physics.con with different values if it's a land or water vehicle, then they're added in object.con
Just add pt76 floaters to your sheridan
You can also add the pt76 water engine as long as it's not for ssm :)

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