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Battlefield Modding Tutorials BFMODS • View topic - 2 more ?'s

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: 2 more ?'s
PostPosted: Wed Jan 26, 2005 7:24 pm 
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PostPosted: Wed Jan 26, 2005 8:39 pm 
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OK, NEEDS SOME WORK ;-)


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PostPosted: Wed Jan 26, 2005 8:49 pm 
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PostPosted: Wed Jan 26, 2005 9:17 pm 
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Rules??? Don't be silly... this is war


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PostPosted: Wed Jan 26, 2005 10:07 pm 
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so, u cant take away the sandbags :( its a cruel world. lol.

But was #1 right?

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PostPosted: Wed Jan 26, 2005 10:19 pm 
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if the staticobjects isn't in the dc-f version of nfz, then there's only one other place it can be: dc .7n version (remember, dc-f is just a minimod of dc .7n)

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PostPosted: Wed Jan 26, 2005 11:21 pm 
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so for lost village..you can't just rem things out and have them be gone with a server side mod.......that sucks....cause lostvillage ctf is way easier for oppo to win, they have an open area to rush into steal flag and get out.....and the americans don't have an area to land a chopper and get out.....I tried getting rid of sandbags and first builiding on left as your leave oppo base.....


I need ideas or ways to get rid of these objects with a server side mod....


help me :(

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PostPosted: Thu Jan 27, 2005 1:54 am 
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Place disabled engine PCO's around the allied base to clutter it up.
Set the min and max respawn times at 10 seconds (default for most hulks
to disappear) and see what works best.

PCO's (Player Controled Objects) are the only items that can be placed in
a SSM and the clients see them. Tanks, humvees, patriots, mortars,
urals, etc...


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