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BFV: Insane kit https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=23&t=3727 |
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Author: | [TKO]Twist [ Mon Jan 21, 2008 7:54 pm ] |
Post subject: | BFV: Insane kit |
Author: | Losnar [ Mon Jan 21, 2008 8:50 pm ] |
Post subject: | Re: BFV: Insane kit |
LMFAO YES! You'd need a super soldier to carry all those weapons. Limit is 6 I think. |
Author: | Bongholio [ Tue Jan 22, 2008 12:52 am ] |
Post subject: | Re: BFV: Insane kit |
be out of choices even before the SG the rest is fluff With even binocs and med kit,...theres a combination I never heard I s this Pink logging in as the other guy? why is dis in bf42? |
Author: | MR PINK BALLS [ Tue Jan 22, 2008 1:40 am ] |
Post subject: | Re: BFV: Insane kit |
Shut it bong boy and yes the limit is indeed 6 |
Author: | Urglub [ Tue Jan 22, 2008 7:36 am ] |
Post subject: | Re: BFV: Insane kit |
Wrong! 7, some kit have it in BFV Engie with C4/trigger. Press key twice and you get it. I guess 0 1 2 3 4 5 6 7 8 9 can be used for selecting weapons. Isn't 9 parashute in org settings? If using next weapon it could work with as many as you like, you just can't see what you select, or does it restart from 0 after 5? If you ad switchwhennoammo you will always have a loaded gun in your hand. And this is covered, even works SS, you just can't see what weapon you hold or select. As I can see this is mod editing in objects.rfa. Clientside/serverside it would be; removetemplate 0 removetemplate 0 removetemplate 0 removetemplate 0 removetemplate 0 before addtemplate knife and so on..... |
Author: | [TKO]Twist [ Tue Jan 22, 2008 4:13 pm ] |
Post subject: | Re: BFV: Insane kit |
Author: | MR PINK BALLS [ Wed Jan 23, 2008 12:41 am ] |
Post subject: | Re: BFV: Insane kit |
Darn! i though it wuz only 6 |
Author: | Urglub [ Wed Jan 23, 2008 7:12 am ] |
Post subject: | Re: BFV: Insane kit |
I'll look into how many weapons I can squees in there. |
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