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Battlefield Modding Tutorials BFMODS • View topic - ObjectTemplate.RemoveAtRestart

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Tue Sep 02, 2008 8:42 am 
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Just found this code but I'm going to sleep now.

Depending what you can attach this code to (spawners hopefully) and what it does, you might have different vehicles in different rounds of the same map. I'll check it out when I wake up unless someone else does.

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PostPosted: Tue Sep 02, 2008 9:30 am 
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So, bocage Day2 and 3 without realoding!! If the DC devs had only known....

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PostPosted: Tue Sep 02, 2008 11:09 am 
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RemoveAtRestart Property

Usage:
ObjectTemplate.RemoveAtRestart boolean

Argument values:
argument 1: 1; most commonly 1


Used in object types (and how often in each type): simpleobject (1%)

Used in a total of 2 .con files: Effects.con

Parent directory of these .con files: objects/Effects

Example: (from objects/Effects/e_EssenSiloWreck/Effects.con)
ObjectTemplate.Create SimpleObject Krupp_silowreck_M1
ObjectTemplate.SetNetworkableInfo Essen_SiloWreckBodyInfo
ObjectTemplate.Geometry Krupp_silowreck_M1
ObjectTemplate.SetHasCollisionPhysics 1
ObjectTemplate.RemoveAtRestart 1

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PostPosted: Tue Sep 02, 2008 5:45 pm 
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I attached it to spawners and got a crash. Oh well was worth a shot.

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PostPosted: Wed Sep 03, 2008 12:20 am 
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eh, yeah, worth trying at least.


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