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Battlefield Modding Tutorials BFMODS • View topic - Need help changing the kits on the Spawn screen

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Nov 29, 2007 3:47 am 
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Posts: 18
:? :? :? are you sure? Take a look at the kits in BF1942, the scout has '0' at those spots and is in the first slot. Anyone have another mod that they can check this quick? I'll d/l one if no one posts to check this.

I would try in BF1942 but is seems to be broken.....trying to load some thing from FH it said I think :? :?
But FH still works... :?

EDIT:
sliped in that update while I was posting

Not following what how you did that.
If I understand you, selecting any of those will spawn you as RPG? Can you explain how you did that?


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PostPosted: Thu Nov 29, 2007 7:56 am 
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Posts: 2015
Hmm, tryed FH once, but pick or select is my big question here.
You mean pick up kits on ground or select kit in menu?
If it's pick up kits they are in ObjectSpawnTemplate.con

If it's kit you select from meny.
Post org code from 2 differant maps with differant armies and I'll see what I can do for Ya!

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PostPosted: Thu Nov 29, 2007 5:38 pm 
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PostPosted: Thu Nov 29, 2007 7:05 pm 
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i know what he is trying to accomplish. And im not really sure why his isnt working. I had the idea while reading this post to fix the problem where when you put a kick in a slot its not supposed to be it shows up as a blank white box isntead of a kit picture. And in my Picture i fixed this to an extent, but it didnt show an RPG picture, it showed a sniper rifle a ak47 and so on. I'm tryin to fix it so if i put a RPG kit in the Sniper spot a spot its not supposed to be in it shows an RPG Picture, not a white box or a sniper rifle one.

I did the result above by adding the kit names icons and Active names of the kit for every position. I dont believe its serverside

ObjectTemplate.KitIcon 0 "ICON"
ObjectTemplate.kitName 0 "NAME"
ObjectTemplate.KitActiveName "ACTIVE_NAME"

ObjectTemplate.kitIcon 1 "ICON"
OBjectTemplate.kitName 1 "NAME"
ObjectTemplate.KitActiveName 1 "ACTIVE_NAME"

this is how i did the above result. I just repeated this 5 times.

Ima try and use the

ObjectTemplate.kitType code 5 times in the same kits Objects.con to see if it allows the kit to take on multiple roles.


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PostPosted: Thu Nov 29, 2007 10:58 pm 
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:roll: uh, this is about kits? the FH i played, some weapons kits only had one major weapon, then like a knife? the graphics, the plane and vehicle handling, which Iced hates, makes it a really nice change from 42, (which i love) :oops: , DC etc., copy that? ;-)

ps, i tried running it on my server, but certain maps simply CTD?

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PostPosted: Fri Nov 30, 2007 12:58 am 
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oh ic tho not too many kits are like that. There are pleanty of kits each with their own little goodies, you just can't have all the goodies at once :razz: What maps are CTD? as far as I know all the maps I FH 0.7 should work. Did you d/l all 3 parts and install them all?

Back on Topic:

@Archimonde0_0: so from your post are you saying I am right in what determines what slot the kit is put in, or is that just for the graphic. Thats not what Im going for (yet, maybe)
I still can't get an assult kit to but put in the scout slot (for example)
It just loads in like normal and just seems to ignore that I made any change to the init.con

So how do you change kits on the kit spawn menu. I don't care if there are white boxes for now. I'd just like to change kits.
How can something so seemingly simple be pissing me off so much. :evil:


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PostPosted: Fri Nov 30, 2007 7:37 am 
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