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Creating a kit https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=2782 |
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Author: | CaptainPepsi [ Thu Mar 15, 2007 10:24 pm ] |
Post subject: | Creating a kit |
Author: | redatwar [ Wed Jan 30, 2008 8:21 pm ] |
Post subject: | Re: Creating a kit |
the buildup for this kit is ok but it seems to me u havent specified the order of the weapons being in the kit and also some of the weapons ure using need to be copied and placed in the map ur gonna use it for under a different name after u have copied the weapon check for its number in the kit for example i see ure using the .50cal sniper and the rpg both these weapons are at the 3rd place in a kit so this would already lead to a crash or conflict if u want to need more plz PM me greetz RED |
Author: | redatwar [ Wed Feb 27, 2008 10:20 am ] |
Post subject: | Re: Creating a kit |
by the way creating something mostly only work by placing the code into ObjectSpawns.con and NOT ObjectSpawnTemplates.con i succesfully created a new version of the M82 sniper and worked SSM and i added it to the US_Sniper_hvy kit without trouble greetz RED |
Author: | redatwar [ Wed Feb 27, 2008 10:26 am ] |
Post subject: | Re: Creating a kit |
NOTE changing the ammo count and or magcount will not show up SSM even if u select to display another ammobar but the ammo is available for the player who controls it at that time but he cant see more then 10 bullets so if the ammo count is 30 u can fire 20 times even when ammocount says 0 ![]() and always make shure the setindex is correct for the type of weapon u use (or ul see the weapon constanly being taken, but when u zoom the scope view is steady ![]() i also altered the soundscript but now when firing there is NO sound at all ![]() i also tried to alter the used scopeicon but also this stays as original ![]() and when u make a kill u never see the weaponsNEWname u only see player (killed) player ![]() greetz RED |
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