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Battlefield Modding Tutorials BFMODS • View topic - "forcePlayerToTeam"

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: "forcePlayerToTeam"
PostPosted: Wed Oct 17, 2007 5:30 pm 
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Joined: Tue Jul 11, 2006 7:32 am
Posts: 357
Found this in the games executable "forcePlayerToTeam"

Image

I presume it how they handle autobalance... wonder if there's any fun to be had with this..

Conditional Statements ... if playername = rambo then force to team 1 else team 2

Has anyone else played with or seen this?


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 Post subject: Re: "forcePlayerToTeam"
PostPosted: Wed Oct 17, 2007 6:15 pm 
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Posts: 782
Isnt this the code they used for the zombie mod?

by the way hpw did you decrypt the executable?


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 Post subject: Re: "forcePlayerToTeam"
PostPosted: Wed Oct 17, 2007 6:37 pm 
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 Post subject: Re: "forcePlayerToTeam"
PostPosted: Wed Oct 17, 2007 7:06 pm 
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Joined: Sun Dec 31, 2006 12:13 am
Posts: 2027
As far as I knew this didnt work...i think for the zombie mod the player just had to switch teams after they died. You could try looking into it more though..


Also, thats a big honkin' list!


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 Post subject: Re: "forcePlayerToTeam"
PostPosted: Wed Oct 17, 2007 7:08 pm 
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:shock:

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 Post subject: Re: "forcePlayerToTeam"
PostPosted: Wed Oct 17, 2007 8:11 pm 
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Posts: 68
Sum1 i know creates server sidded mods by directly editing the exe game. Soon, we'll be making console scripts that directly edit the game's memory to mod even more than we thought possible. For instance, he can make people fly, be frozen, or be godlike, just by changing the memory of the exe.


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 Post subject: Re: "forcePlayerToTeam"
PostPosted: Wed Oct 17, 2007 10:17 pm 
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Last edited by PLAYER on Wed Oct 17, 2007 10:21 pm, edited 1 time in total.

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 Post subject: Re: "forcePlayerToTeam"
PostPosted: Wed Oct 17, 2007 10:21 pm 
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