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Odd behaviour when disabling grenades https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=1089 |
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Author: | cc-vortex [ Wed Feb 16, 2005 11:18 pm ] |
Post subject: | Odd behaviour when disabling grenades |
Author: | Harry [ Thu Feb 17, 2005 9:55 am ] |
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I think its because its an handfirearms, thus BF expects just c_PIFire as input, i think thats causing the trouble.. Maybe you can change this with soem succes, after i tried this with landmines (offlie tho) they disappeared when they touched something: ObjectTemplate.Active GrenadeAlliesProjectile ObjectTemplate.hasCollisionEffect 1 Or set the hitpoints to 0? |
Author: | cc-vortex [ Fri Feb 18, 2005 12:27 am ] |
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Author: | tanfhltu [ Fri Feb 18, 2005 4:09 am ] |
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Author: | cc-vortex [ Sat Feb 26, 2005 6:14 am ] |
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Ok, that damage tut was way over my head... ![]() So, this is what I thinking now - is there any way to stop a client from auto switching weaps when they run out of grenades? So basically, they would toss the three imaginary nades, and the client would just sit there waiting for input as to which weap they would like to switch to next. This would emilinate the odd no-bullets gun problem as it would force them to hit their assault weap key. |
Author: | Yithian [ Sat Feb 26, 2005 7:42 am ] |
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Author: | cc-vortex [ Sat Feb 26, 2005 7:53 am ] |
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Author: | Yithian [ Sat Feb 26, 2005 7:58 am ] |
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