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Battlefield Modding Tutorials BFMODS • View topic - Death bubble question

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Death bubble question
PostPosted: Fri Dec 29, 2006 12:38 pm 
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Posts: 4
i may have a cure to camping that will really work. i dont know how to implement the code but if it works this would be perfect

Set the death bubble to give a 'tk minus point' every time somebody dies from the bubble, that way they will rape twice see a minus & stop or if your server is set to kick on minus score they will be kicked

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PostPosted: Fri Dec 29, 2006 3:31 pm 
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Posts: 213
Location: West Yorks, UK
A death is usually a good enough solution. They can't exactly camp when they're dead lol.

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 Post subject:
PostPosted: Fri Dec 29, 2006 4:39 pm 
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Posts: 2120
Now all we need is a pulse bubble, that will fling them back about 100 feet.

Not possible without trip cords or something, but still cool. An idea for the Python engine games.


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PostPosted: Fri Dec 29, 2006 8:48 pm 
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Posts: 200
i think that instead of a pulse buble, it should just bring them in and make it so they cant move, so that any one that spawns can go kill the "would b spawn raper" :D


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PostPosted: Fri Dec 29, 2006 10:54 pm 
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PostPosted: Sat Dec 30, 2006 4:08 am 
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PostPosted: Sat Dec 30, 2006 4:56 am 
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The "Pulse Deflector Shield" sounds good. :lol:

To make it, you would need to use the "push gun" , then have about 8 of them spawning together with their gun barrels all facing outward and their gun handles or butts ( oppossite end of where the projectile shoots from ) all positioned at a center point thus creating an 8 point star.

Of course all spawners would have to be team assigned.
ObjectTemplate.teamOnVehicle 1
So that it doesn't effect friendly vehicles or players.
ObjectTemplate.workonteam 1 to repell red guys
ObjectTemplate.workonteam 2 to repell blue guys

Also, friendly fire would have to be set to zero.

To activate it or to make it fire automatically when an enemy enters it's proximity, an AI code could be added like this might be needed.
aiTemplate.commonKnowledge 1
aiTemplate.FireNearEnemy 1
ObjectTemplate.ProximityFusePrimer 0.1
ObjectTemplate.explodeNearEnemyDistance 15
ObjectTemplate.ProximityFusePrimer 0.1
ObjectTemplate.FireNearEnemyDistance 256
ObjectTemplate.radius 32


Or spawn a few ZPU-4s around the base and change it's projectile to the "push / repelling" thingy, then have AI bots spawn in them where they ( the AI bots ) cannot exit the ZPU because they're 'locked in' it.
To keep the shield up, set it up so it cannot be damaged or destroyed.


ObjectTemplate.hasCollisionPhysics 0
ObjectTemplate.hasResponsePhysics 0
ObjectTemplate.hasArmor 0
ObjectTemplate.speedMod 0
ObjectTemplate.exitTimer -1
ObjectTemplate.hitpoints -1
ObjectTemplate.maxhitpoints -1
ObjectTemplate.material 0
ObjectTemplate.criticalDamage -1


Assuming that the "-1" = infinite


The "Lock In" or "Freeze Enemy Bubble" would effect the enemie's ObjectTemplate.hasMobilePhysics 1
and then changes the 1 to a 0
ObjectTemplate.hasMobilePhysics 0
within it's effect radius.
ObjectTemplate.workonteam 1
ObjectTemplate.workonsoldiers 1
ObjectTemplate.workonvehicles 1


With additional coding, thus "freezing" the enemy in your base. :lol:

:arrow: The codes shown above are NOT exactly what would work, but it may point you in the direction of what code may work.

Not sure if this could be done server sided but you have some good ideas there. 8-)

Good luck and let us know if you got it to work. 8-)

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 Post subject:
PostPosted: Sat Dec 30, 2006 5:58 am 
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wow that was fast, i am impressed


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