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Battlefield Modding Tutorials BFMODS • View topic - RFA extractor

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: RFA extractor
PostPosted: Mon Dec 19, 2005 6:12 pm 
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 Post subject:
PostPosted: Mon Dec 19, 2005 6:29 pm 
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Use one of tools to change the con files.
With RFA Explorer you need to save your changes, then build the RFA.
WinRFA isn't as simple but is easy to use once you know what to do and is more reliable.

The idea of using _000 etc is so that u can keep the original map files untouched
and make all your changes in the _000 file.
The contents of the _000 file overwites the original con files, a _001 file overwites the _000 file and so on i.e:
If there already is an _003 file present, you will need to name your map patch _004 for the changes to take effect.

All the info you need is in the or

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 Post subject: map mods
PostPosted: Mon Dec 19, 2005 7:04 pm 
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Okay,
I copied my original BF maps to a new name and modded the new name, leaving the original ones intact. Which server file would I open with WINrfa, the original BF map, the new modded map, the map with a _00* extension......not sure. Once I repack the file, what file will I need to make it for people to connect up to the server? Thx for all the help.
Pizza.

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 Post subject: Re: map mods
PostPosted: Mon Dec 19, 2005 8:07 pm 
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 Post subject: almost there
PostPosted: Tue Dec 20, 2005 4:45 pm 
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 Post subject: Re: almost there
PostPosted: Tue Dec 20, 2005 5:41 pm 
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If you look in objectspawntemplates.con you will see there are no team 2 for carrierspawner_1 and
no team 1 for carrierspawner_2.
Try using Object.create carrierSpawner instead.

Also if you spawn 2 carriers on one team, your spawn points might be a bit messed up (click on one but spawn on the other).

This is the wrong section for ssm questions, post instead.

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