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Battlefield Modding Tutorials BFMODS • View topic - Possible to spawn/add LandmineProjectile?

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Wed Aug 06, 2008 8:34 pm 
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Can anyone get autofire to work with anything non dcx?

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PostPosted: Wed Aug 06, 2008 8:42 pm 
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I've tried to make a test mod with DC_Extended as parent but autoFire did not work for me (I could have forgot something). But if it's only possible in dcx, could anyone share what code makes it possible to add autofire?


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PostPosted: Wed Aug 06, 2008 9:29 pm 
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PostPosted: Wed Aug 06, 2008 9:30 pm 
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Yep, that's why I was beginning to think if it's another prank of Zeuser (other then the missing RAH-66 code in DCX). ;)

Wonder if anyone has got that code (the only hit on google) to work.


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PostPosted: Wed Aug 06, 2008 9:45 pm 
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PostPosted: Wed Aug 06, 2008 9:53 pm 
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PostPosted: Thu Aug 07, 2008 1:24 am 
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Damn. I really want to get this to work too. Awhile back I had an idea for a mine field, but never looked into it any farther.

I tried tinkering with this tonight for a couple hours. I thought if you couldn't spawn the projectile, maybe you could spawn a landmine that would blow to kingdom come when you ran over it. No luck, lol.

I remembered an old post here:
http://battlefieldsingleplayer.planetba ... opic=10032

Where BommelDood suggested using useMMOnEndeffect, as he said so it would explode if it came in contact with the right material. I changed the mat # of my custom landmine (used grenade material as a template)..but that didn't work.

Are there any other options for spawning projectiles (or trying to)? Can emitters only spawn effects/objects?


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