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Battlefield Modding Tutorials BFMODS • View topic - fully Disabling carrier engines

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Fri Mar 06, 2009 1:46 am 
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PostPosted: Fri Mar 06, 2009 1:56 am 
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Location: Charleston S.C.

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PostPosted: Fri Mar 06, 2009 2:16 am 
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PostPosted: Fri Mar 06, 2009 10:41 am 
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Set it on a big ass static object :lol: To be honest, I don't know what else would work, since the holdobject 1 will be released when the acceleration key is pressed, whether the engines actually work or not. And for entryradius 0, I think you .Active 'd the wrong things....check all the AA guns and driver position, I think you have to .Active each one. "Objects.rfa has all your answers"

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PostPosted: Fri Mar 06, 2009 6:19 pm 
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On some servers iv played on the carrier driver seat is disabled.. and the flak guns are still work..
I wana do that :/, all the modders i know are never online or quit BF..

As for the objects.rfa..

iv read the enterprise and shakuko carrier objects 100 times
and i still cant fix my problem :[


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PostPosted: Fri Mar 06, 2009 8:17 pm 
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Well I'm not sure how to do just the driver position without doing the AA guns, since you could use the # keys to switch into it from the guns. In objects.rfa I promise you, you can find the entry points for each AA gun and the drive position. (use Ctrl + F, maybe try entry)

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PostPosted: Fri Mar 06, 2009 9:44 pm 
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Active the engine and change the acceleration and max speeds to all read 0/0/0. I did this before with the enterprise and it worked like a charm...


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PostPosted: Fri Mar 06, 2009 9:46 pm 
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But the holdobject 1 will be broken if you press an acceleration key, whether the engines work or not.

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