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Battlefield Modding Tutorials BFMODS • View topic - makeing new actions

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun Jan 28, 2007 4:14 am 
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Joined: Thu Dec 14, 2006 5:10 am
Posts: 200
ok, lol thanks, cuz i was wondering when i didnt see 999 in the projectiles list. i will work on it. the reason i asked could it b the object is because i have these codes in it.


rem *** Ball ***
ObjectTemplate.create PlayerControlObject Ball
ObjectTemplate.networkableInfo BallBodyInfo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.cullRadiusScale 5
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.hasArmor 1
ObjectTemplate.hitpoints 99999
ObjectTemplate.maxhitpoints 99999
ObjectTemplate.material 45
ObjectTemplate.speedMod 0.0
ObjectTemplate.drag .5
ObjectTemplate.inertiaModifier 2/2/2
ObjectTemplate.mass 50
ObjectTemplate.criticalDamage 0
ObjectTemplate.hpLostWhileCriticalDamage 0
ObjectTemplate.explosionRadius 0
ObjectTemplate.explosionDamage 0


ObjectTemplate.explosionForceMod 1


ObjectTemplate.hpLostWhileUpSideDown 0
ObjectTemplate.damageFromWater 0
ObjectTemplate.waterDamageDelay 0
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.timeToStartFadeAfterDeath 1


and if you blow something next to it, say a xpack or nade, they dont move it (my friend made most of the code, so i dont kno what some of it is)


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PostPosted: Mon Jan 29, 2007 12:36 am 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015

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PostPosted: Mon Jan 29, 2007 1:14 am 
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Joined: Thu Dec 14, 2006 5:10 am
Posts: 200


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