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Battlefield Modding Tutorials BFMODS • View topic - Sniper Rifles, active projectiles etc.

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sat Oct 23, 2004 3:18 pm 
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What I want to do is have the NO4 sniper rifle really powerful but only powerful on people. If I use a different projectile, it will do damage on vehicles too. So my first question is:

1.) Is there a way I can make my own template by using the "Active" thing server side modding? But I want to do this only for one level. I don't want it to spread across all the levels...However AppleSeed told me that I can do it in game.rfa? But supposively it might be across all the levels.

2.) My second question is, is there a way I can have one of the sniper rifle powerful and one not? But what I mean by this is that they are both the same type of gun, (example: no4 1. would be super-powerful and no4 2. would be normal). I was thinking I might be able to do this if I used soemthing like US_Scout vs. Canadian_Scout?

Thanks for the help.


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PostPosted: Sun Oct 24, 2004 1:07 am 
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Is there a way I can make an Active projectile by server side modding? AppleSeed said he did it in Game.rfa. Also, can I make it powerful on people but normal power on vehicles? Thanks for the help.


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PostPosted: Sun Oct 24, 2004 5:32 am 
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I believe you can activate the projectile in the objecttemplates.con file from within the map and modify it's properties from there. My recommendation is to use the 7.62x54 projectile as it does neglegable damage to vehicles but is a 1 to 2 shot kill vs infantry.

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PostPosted: Sun Oct 24, 2004 11:30 pm 
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PostPosted: Sun Oct 24, 2004 11:34 pm 
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