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Battlefield Modding Tutorials BFMODS :: View topic - Replacing Classic BF Vehicles in New BF Maps
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Replacing Classic BF Vehicles in New BF Maps
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=682
Page 1 of 3

Author:  HITMAN82 [ Mon Dec 06, 2004 8:14 pm ]
Post subject:  Replacing Classic BF Vehicles in New BF Maps

I've looked all over this site, as well as others, for the answer to this question. I've made an effort to figure it out on my own, maybe someone can answer it for me.

I'm making an ocean map for classic BF. I want to be able to change the planes on the carrier, as well as make it repair planes.
This is a brand new classic BF map, so it's not SSMing.
I looked at the carriers in Coral Sea. I copied them out (they are called Hiryu and Hornet instead of Shokaku and Enterprise), and copied them into in my map. I want the landing craft to spawn, and I want to be able to move the carrier. The carriers from Coral Sea will not do either one (though I was able to set up plane repair, and replaced both spawning aircraft with torpedo bombers). These carriers work in my map just as they do in Coral Sea.

I'd rather use the original carriers from BF, but I want to change the planes that spawn on them, as well as the plane spawn characteristics.

The question is, can I mod the original carriers, without having to change their names or anything? If possible, I'd like to put code in my map that basically overwrites data extracted from the objects.rfa. Specifically, the object.con for each of the carriers.

Is this possible? Has anyone tried it, or can you point me to info where I might find a solution? If you know of a link that answers this question, please post it for me.

Thanks for you help.

Author:  HITMAN82 [ Mon Dec 06, 2004 8:20 pm ]
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Author:  HITMAN82 [ Mon Dec 06, 2004 8:37 pm ]
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Author:  HITMAN82 [ Mon Dec 06, 2004 8:41 pm ]
Post subject: 


Author:  GForce [ Mon Dec 06, 2004 9:01 pm ]
Post subject: 

HITMAN82... are you having a full blown conversation with yourself??? LOL!

This may help you, what I did is extract the object rfa to it's own folder. Then you can go in there anytime you want and browse all the available objects.

As far as carrier planes go, they will spawn automatically with the carrier. Also if I remember correctly that map of Omaha that I modded has an auto repair and reload mod centered over the deck of the carrier.

I have never created any levels from scratch so I am affraid I won't be of much help but I think you certainly have more options because you will be distributing all the files to the end users.

Author:  HITMAN82 [ Mon Dec 06, 2004 9:12 pm ]
Post subject: 

I was posting out loud... lol!

I've extracted the objects.rfa, but can I put the objects into my map, overwriting the ones that are extracted from objects.rfa when the game loads?

At this point, the corsair and SBD spawn with whatever spawn time I put in the objectspawntemplates.con. I can't seem to adjust much esle, though the carrier repairing works fine.

As far as more options, that's what I thought too. I thought I could mod it however I wanted, but apparently that's not the case, unless I just make a mod for one map (which I won't do).

Author:  Trev [ Mon Dec 06, 2004 10:55 pm ]
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Author:  HITMAN82 [ Mon Dec 06, 2004 11:12 pm ]
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