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Battlefield Modding Tutorials BFMODS • View topic - Weapons Kit

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Weapons Kit
PostPosted: Wed Oct 31, 2007 12:37 pm 
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Posts: 172
I was on another server and they switched the LAW for a SA7. How is this possible??
Thanks for your time..

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 Post subject: Re: Weapons Kit
PostPosted: Wed Oct 31, 2007 12:43 pm 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
Graphicly it's not! So...

I don't think you had a /Knife/1911/M14/SA7 in that kit.

What you can do is changing kits.
This will allow you to see that your holding SA7 instead of a LAW.

Check in init.con
There you will see the differant kits and switch then as you like.

Haven't got it verified yet, but for me it was impossible to change team if I used another armies kit, when server had started. 2 or more players on server that is.

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 Post subject: Re: Weapons Kit
PostPosted: Wed Oct 31, 2007 12:56 pm 
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I run custom combat maps so both sides have the sa7. If I can change the law on conquest this would give the US side the different kits like the shotgun, c4, m60 they want and still have the sa7.

Thanks

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 Post subject: Re: Weapons Kit
PostPosted: Wed Oct 31, 2007 1:10 pm 
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I'm not really sure what your saying there, but... :?

Replacing LAW kit with SA7 kit has some side effects.

Oops a tank! :shock: What to do??? RUN!!! :oops:
Replace one of the sniper kits, that would be my first choise.
Or both :twisted:

If your talking conquest maps here?

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 Post subject: Re: Weapons Kit
PostPosted: Wed Oct 31, 2007 1:26 pm 
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 Post subject: Re: Weapons Kit
PostPosted: Wed Oct 31, 2007 1:42 pm 
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In your patchfile ad init.con if it's not already there.

Replace US_ARMY_HEAVYASSAULT with NVA_HEAVYASSAULT and there you go.

Other ways could be to spawn SA-7 kits in us base.

But this is all coverd in a topic from yesterday. :?

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 Post subject: Re: Weapons Kit
PostPosted: Wed Oct 31, 2007 3:30 pm 
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 Post subject: Re: Weapons Kit
PostPosted: Wed Oct 31, 2007 6:47 pm 
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