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Battlefield Modding Tutorials BFMODS • View topic - objects_001.rfa

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: objects_001.rfa
PostPosted: Wed Jan 02, 2008 2:44 pm 
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Posts: 1226
Can you make a objects.rfa patch file?
I guess so, but will it work SS?
Sorry for this quick question...
I'm asking it because of some reason, if I change things in objects.rfa (like with the extra spawnpoints) I can't join any servers...
This is for BFV v1.21


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 Post subject: Re: objects_001.rfa
PostPosted: Wed Jan 02, 2008 2:46 pm 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
No, no and no.
But you can edit in objects.rfa.
Backup is never wrong.

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 Post subject: Re: objects_001.rfa
PostPosted: Wed Jan 02, 2008 6:41 pm 
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Posts: 1226
"Bummer? Major bummer! In fact... " :lol:
Okay, thanks :roll:


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 Post subject: Re: objects_001.rfa
PostPosted: Wed Jan 02, 2008 8:40 pm 
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Posts: 621
Location: United States of America
you arent modding out of your original installation of BF are you? :shock: never, ever do that, thats why you get probs with other servers, totally copy your ENTIRE BF folder to another, takes about 15 mins, name the folder like copyBF or something, but NEVER mod outta your original, keep it as pristine as the days you patched and updated it, lol.... ;-) play outta your original, mod outta the copy.... ;-)

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 Post subject: Re: objects_001.rfa
PostPosted: Wed Jan 02, 2008 9:51 pm 
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If people have the map you can have an objects directory (AND CALL IT) in the map_001.rfa itself.
See Battle of Britain map ju88 addition for example.


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 Post subject: Re: objects_001.rfa
PostPosted: Wed Jan 02, 2008 10:45 pm 
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dont tease me bong, i so want the ju88 ss, lol.....

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 Post subject: Re: objects_001.rfa
PostPosted: Thu Jan 03, 2008 12:00 pm 
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For me it takes 6 minutes, but okay...
How do you play and test from your copy?
Just start up from the copy? :?


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 Post subject: Re: objects_001.rfa
PostPosted: Thu Jan 03, 2008 1:03 pm 
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Tutorial rocks, read it sometime! ;-)
tutorial.php?page=truetestingenviroment.html

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