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Triggers https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=3813 |
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Author: | smytti12 [ Sun Feb 10, 2008 3:29 am ] |
Post subject: | Triggers |
Is there a way to create an event trigger? Say a vehicle dies, and a weapons spawner disappears? |
Author: | Why Two Kay [ Sun Feb 10, 2008 3:32 am ] |
Post subject: | Re: Triggers |
No, which is why modding is so limited. All that can really be changed is properties normally existing. There is no real way to hook the engine, or make true plugins. |
Author: | smytti12 [ Sun Feb 10, 2008 3:36 am ] |
Post subject: | Re: Triggers |
ok thx for the info |
Author: | kittysite123 [ Sun Feb 10, 2008 7:24 am ] |
Post subject: | Re: Triggers |
wat about in interstate mod, they had a gate that dissapeard, and in vehcile folder in objects.RFA there was a folder called "triggers" i think, and it was in there (: so it could be possible, u might want to look into that, but it will NOT work SSM that i would ever know (: lolz |
Author: | Losnar [ Sun Feb 10, 2008 8:24 am ] |
Post subject: | Re: Triggers |
Author: | Archimonde0_0 [ Sun Feb 10, 2008 1:55 pm ] |
Post subject: | Re: Triggers |
Triggerables are well and live in BF1942, no-one just used them, the triggerable commands can be applied to Rotational Bundles to create things such as doors, or to Static Vehicles to create booby traps, BF1942 has the ability to create triggers for things like this, just no-one has ever implemented them into a mod, which is why they are so confusing now, its because no-one has ever tryed them, that we dont know how to do them |
Author: | Why Two Kay [ Sun Feb 10, 2008 7:43 pm ] |
Post subject: | Re: Triggers |
Author: | Archimonde0_0 [ Sun Feb 10, 2008 8:17 pm ] |
Post subject: | Re: Triggers |
Ah, Nope cant do that in Bf1942, you should try BF2 Python if you really want to do those, BF2 Python is missing alot of stuff from the original Python that comes with most Windows PC's, but new game modes can still be created. |
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