Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: Active Kit Part Help
PostPosted: Tue Oct 16, 2007 12:29 pm 
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Joined: Tue Jul 03, 2007 4:03 pm
Posts: 372
changed bone it didnt work :evil: AHHHH


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 Post subject: Re: Active Kit Part Help
PostPosted: Tue Oct 16, 2007 1:17 pm 
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Joined: Sat Dec 02, 2006 7:43 pm
Posts: 595
I think we discovered in your other post about 3 days ago that mass increase wasnt gonna work serverside


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 Post subject: Re: Active Kit Part Help
PostPosted: Tue Oct 16, 2007 8:31 pm 
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Joined: Tue Jul 03, 2007 4:03 pm
Posts: 372
ok read this

Vehicle Change Mass Serverside = NO

Soldier Change Mass Serverside = YES!!! YES!!!


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 Post subject: Re: Active Kit Part Help
PostPosted: Tue Oct 16, 2007 10:13 pm 
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Joined: Thu Oct 19, 2006 5:03 am
Posts: 1209
What are you trying to accomplish by increasing soldier mass?

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 Post subject: Re: Active Kit Part Help
PostPosted: Tue Oct 16, 2007 10:54 pm 
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Joined: Tue Jul 03, 2007 4:03 pm
Posts: 372
a scuba KIT


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 Post subject: Re: Active Kit Part Help
PostPosted: Wed Oct 17, 2007 4:26 am 
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Joined: Sat Dec 02, 2006 7:43 pm
Posts: 595
Well i know one thing wrong with your code... Rebel_Scout_Mesh isnt in any bf1942 geometries files that i know of. So is this for a different mod? If so, it would be nice if you could be specific when you ask questions.


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 Post subject: Re: Active Kit Part Help
PostPosted: Wed Oct 17, 2007 6:03 am 
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Joined: Thu Mar 15, 2007 2:22 pm
Posts: 1253
Ok this is becoming really boring, it is possible to change mass on soldiers and wehicles ssm, at least for some maps i have tested on. Changed the mass on some planes when i did them sub-planes to make them travel faster in water, changed the mass on soldiers to make them swim faster. All this i have had up and running on a public server with no problems.

My guess will be that he want to be able to somehow change the mass of the soldiers on the fly in game, with the use of a certain kit or a keyboard button. Cant see any solution to that tho.

edit: tested with bf42, nothing else.


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 Post subject: Re: Active Kit Part Help
PostPosted: Wed Oct 17, 2007 12:24 pm 
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Joined: Tue Jul 03, 2007 4:03 pm
Posts: 372
actually LOOK at my code vengance

ObjectTemplate.create ActiveKitPart Sprint
rem ObjectTemplate.geometry rebel_scout_mesh
ObjectTemplate.setBoneName A
ObjectTemplate.setCopyLinksCount 0
ObjectTemplate.burstFrequency 30
ObjectTemplate.mass 1500
ObjectTemplate.setTrigger PIUse


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