Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Re: more realism
PostPosted: Thu Oct 22, 2009 10:07 pm 
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Joined: Tue Jul 05, 2005 12:00 am
Posts: 150
I'd like to see some of your coding work....mind if I get a boo??


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 Post subject: Re: more realism
PostPosted: Sat Oct 24, 2009 3:30 am 
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Joined: Fri Oct 03, 2008 4:37 pm
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Location: Levelland, Texas
I am now composing a tutorial on how to code the APMine system that is used in my mod. This tutorial is very long and I am using Notepad to write it down prior to posting the thread as it will take a couple of hours to finish the tutorial. My tutorial is lengthy to ensure that most modders can understand it and also understand how my system works.

Thus it will be rather long. More experienced modders can probably skim through most of it and get the job done just as well. But nonetheless I need to ensure everyone can understand how to do this. :D

This tutorial will be similer in composition as the tutorial I made on the BF2 style auto hover for choppers. Except a lot bigger. :P

It should finally reveal how to get nearly perfact AP Mines in this good ol game engine. Please note that this is for BF1942 only. BFVietnam has new code that makes projectiles work on soldiers. So this is intended for BF1942 modders only!

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 Post subject: Re: more realism
PostPosted: Sun Oct 25, 2009 11:24 am 
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Joined: Fri Oct 23, 2009 4:56 pm
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Awesome! Thanks :)

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 Post subject: Re: more realism
PostPosted: Tue Oct 27, 2009 7:54 pm 
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Tutorial for APMines has been posted by the way. It's in the tutorial section. Still no replies on the thread.

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