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Battlefield Modding Tutorials BFMODS • View topic - Sprint Almost Working

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Sprint Almost Working
PostPosted: Wed Sep 26, 2007 10:52 pm 
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Posts: 372


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PostPosted: Wed Sep 26, 2007 11:00 pm 
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Joined: Sun Dec 31, 2006 12:13 am
Posts: 2027
speedmod is your best bet.

don't do a speedmod of 0, as that will make the soldier invinble from impacts. I used this once to prevent stupid second story deaths on a custom map of mine (much like abandonded city). Maybe .85? .6? That's if the default is 1. Experiment with it a bit..(sorry i don't remember what i used :? )


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PostPosted: Wed Sep 26, 2007 11:06 pm 
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Posts: 372
used speedmod didnt work

but i know if i add template a mediclocker to the whe they get shot at the from the front theyll be protected


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PostPosted: Wed Sep 26, 2007 11:21 pm 
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or could isnt there lineo f code that stops people from going in the air no matter what


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PostPosted: Wed Sep 26, 2007 11:24 pm 
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is it ObjectTemplate.OverrideAirMovementInhibitations


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PostPosted: Wed Sep 26, 2007 11:30 pm 
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Last edited by Iced Earth on Wed Sep 26, 2007 11:38 pm, edited 3 times in total.

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PostPosted: Wed Sep 26, 2007 11:35 pm 
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ok heres my full code


ObjectTemplate.create ActiveKitPart Sprint
rem ObjectTemplate.geometry rebel_scout_mesh
ObjectTemplate.setBoneName A
ObjectTemplate.setCopyLinksCount 0
ObjectTemplate.setActiveAcceleration 0/0/90
ObjectTemplate.setPassiveAcceleration 0/0/0
rem ObjectTemplate.setInAirAnimOverride GrenadeAxisFire
ObjectTemplate.burstFrequency 30
rem ObjectTemplate.Damping 0.0
ObjectTemplate.setTrigger PIWalk
rem ObjectTemplate.setTrigger PIUse
ObjectTemplate.addToNegativeMask Climbing
ObjectTemplate.addToNegativeMask Crouching
ObjectTemplate.addToNegativeMask Swiming
ObjectTemplate.addToNegativeMask Lying

rem ObjectTemplate.ActiveHeatIncrement 0.01
rem ** I think PassiveHeatIncrement should be kept to 0.0 **
ObjectTemplate.PassiveHeatIncrement 0.0
rem ObjectTemplate.CoolingFactor 0.05
ObjectTemplate.ActiveEffectPersistancePerFrame 0
rem ObjectTemplate.loadSoundScript Sounds/RocketPack.ssc
rem ObjectTemplate.setInAirAnims Lb_RocketeeringIdle Empty
ObjectTemplate.OverrideAirMovementInhibitations 0

rem ******allies sprint*******

ObjectTemplate.Active USMarine_AT
ObjectTemplate.addTemplate Sprint
ObjectTemplate.SpeedMod 0.8

ObjectTemplate.Active USMarine_Medic
ObjectTemplate.addTemplate Sprint
ObjectTemplate.SpeedMod 0.8


ObjectTemplate.Active UsMarine_Assault
ObjectTemplate.addTemplate Sprint
ObjectTemplate.SpeedMod 0.8

ObjectTemplate.Active USMarine_Engineer
ObjectTemplate.addTemplate Sprint
ObjectTemplate.SpeedMod 0.8


ObjectTemplate.Active USMarine_Scout
ObjectTemplate.addTemplate Sprint
ObjectTemplate.SpeedMod 0.8


rem ******* axis sprint********




ObjectTemplate.Active Jap_AT
ObjectTemplate.addTemplate Sprint
ObjectTemplate.SpeedMod 0.8

ObjectTemplate.Active Jap_Medic
ObjectTemplate.addTemplate Sprint
ObjectTemplate.SpeedMod 0.8


ObjectTemplate.Active Jap_Assault
ObjectTemplate.addTemplate Sprint
ObjectTemplate.SpeedMod 0.8


ObjectTemplate.Active Jap_Engineer
ObjectTemplate.addTemplate Sprint
ObjectTemplate.SpeedMod 0.8

ObjectTemplate.Active Jap_Scout
ObjectTemplate.addTemplate Sprint
ObjectTemplate.SpeedMod 0.8


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PostPosted: Wed Sep 26, 2007 11:36 pm 
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also what map are you using im using Midway and when i go up a hil i down go down the hill


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