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Battlefield Modding Tutorials BFMODS • View topic - Runway reammo and supply points

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
It is currently Tue Jun 17, 2025 6:37 am

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PostPosted: Thu Jan 03, 2008 8:35 pm 
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Joined: Sun Dec 31, 2006 12:13 am
Posts: 2027
well, just do a

Object.Create <supplydepot>

then a line for position/rotation like you would create anything else.

An easier way: Do you want your runways to heal? If so, your runways should already resupply. Just addTemplate the repair points to the appropriate sides plane ammo box.

ObjectTemplate.Active AlliedAirplaneAmmo
ObjectTemplate.addTemplate JetRepairPoint

Now, I don't know a thing about BFV but something like that should do the trick..


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PostPosted: Tue Jan 08, 2008 10:31 pm 
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Joined: Sun Nov 27, 2005 12:00 am
Posts: 36
this is the repair code for each team. Want faster repairing just add this code multiple times

this happens to be my EL AL cordinates add this about 6 times it repairs quick

rem *** repairs opposition air ***
Object.create Airplane1Repairpoint
Object.absolutePosition 274.79/41.19/1308.57
Object.rotation 0/0/0

rem *** repairs coalition air ***
Object.create Airplane2Repairpoint
Object.absolutePosition 1573.69/41.2/812.02
Object.rotation 0/0/0


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PostPosted: Tue Jan 08, 2008 11:48 pm 
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Joined: Sun Dec 31, 2006 12:13 am
Posts: 2027
or you could just change how much health it dishes out for each plane. :razz:

ObjectTemplate.Active AirplaneRepairpoint
ObjectTemplate.addVehicleType spitfire -1 100 0 (was 4)

just change to DC jets if for DC...


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