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Battlefield Modding Tutorials BFMODS • View topic - Helicopter

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Helicopter
PostPosted: Wed Jun 03, 2009 8:47 pm 
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Some things you can get away with SS if you rem out the network info for the objects you are addTemplating. Never tested this, but this might work also when removing things. This won't work in all situations though.

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 Post subject: Re: Helicopter
PostPosted: Thu Jun 04, 2009 12:11 am 
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I've somewhat abandoned the idea of helicopter because it is too clunky. Good for big maps but will work on that later.

Currently working on a third engine added to the lynx. It will hop up and fly when this key is pressed.

What are my options?
ObjectTemplate.setInputToRoll

I've used fire, altfire, menuselect3, roll, yaw, etc.. nothing works except fire,altfire... those two options are used with the forward and reverse turbo already. I need vertical liftoff now.


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 Post subject: Re: Helicopter
PostPosted: Thu Jun 04, 2009 1:06 am 
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I'm not on a computer to see atm, but I know I've seen some input keys/buttons in the .con files saved under each user...there might be a list here if you search as well. I could have almost sworn I saw it here before...


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 Post subject: Re: Helicopter
PostPosted: Fri Jun 05, 2009 1:50 pm 
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List of Player Controls in Bf1942?


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 Post subject: Re: Helicopter
PostPosted: Mon Jun 15, 2009 9:56 pm 
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Don't know if it's any help, but the SW Flettner might fit in somewhere... >_>


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