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Battlefield Modding Tutorials BFMODS • View topic - wehicles "repair" bubble

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sat May 23, 2009 6:22 pm 
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I always assumed that it was closer proximity to the center of the vehicle? That would explain planes before carriers. The game does a |distance| calculation and simply repairs the closest, since that is probably what the player wants.


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PostPosted: Sat May 23, 2009 7:41 pm 
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But, the carrier should be repaired, as Freddy modded the bubble to repair the vessel itself. So it should repair the ship itself first


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PostPosted: Sat May 23, 2009 9:34 pm 
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PostPosted: Sat May 23, 2009 10:32 pm 
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well the planes is in the repair zone already but it dont kick in before a friendly player enters them, i can get them "self-repairing" we empty, but then i have to lock them to a team and thats no fun as stealing a plane and get away with it is one part of the gameplay :neutral:


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PostPosted: Tue May 26, 2009 7:08 pm 
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PostPosted: Wed May 27, 2009 1:58 pm 
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PostPosted: Wed May 27, 2009 4:37 pm 
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slight misunderstanding, the carriers have no auto repair thus its would be nice if the "manual" repair could go to them first no matter what.


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PostPosted: Wed May 27, 2009 5:17 pm 
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Location: Levelland, Texas
I'm thinking its a combination of entry radius size and vehicle size. The VCAir category must have higher priority then VCShip (or is it VCBoat, can't remember lol ) Sure you can put a entry point from a tank on a plane, but it would have no real effect. All entry points are the same object type and there isn't anything to differentiate them other then the radius size setting.

So more then likely, it's the vehicle catagory set on the main PCO code that the game uses when it decides what to repair. If two vehicles of the same type (VCLand one a jeep and one a tank), is repaired the game probably takes into account the entry radius and the armor type. It may also repair the one with the most HP loss first.

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