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Battlefield Modding Tutorials BFMODS • View topic - soldier with turbo no damage

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Sun May 24, 2009 7:54 pm 
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Posts: 99
ok im trying to put my solders with turbo no damage i know how to put no damage on them but how can i put turbo on my soldiers like when i hit the jump button
they move really fast

ObjectTemplate.Active USMarineSoldier
ObjectTemplate.speedmod 0
ObjectTemplate.Active JapaneseSoldier
ObjectTemplate.speedmod 0


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PostPosted: Sun May 24, 2009 8:08 pm 
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Posts: 1253
theres some different ways to do this, but i think most used is the sprint code. try search for sprint.


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PostPosted: Sun May 24, 2009 8:25 pm 
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Posts: 99
thanx freddy i search sprint and nothing i seen caught my eyes

anyways i need it to glide through the air when i hit jump with no damage


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PostPosted: Sun May 24, 2009 9:16 pm 
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Posts: 1877
You want a jetpack-


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PostPosted: Mon May 25, 2009 12:46 am 
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Joined: Thu Feb 22, 2007 12:19 pm
Posts: 99
ok all i got this code to werk i need to know how can i make the soldier jump higher



ObjectTemplate.Active US_Assault
ObjectTemplate.addtemplate Jetpack
ObjectTemplate.addTemplate Thrust

ObjectTemplate.Active USSoldier
ObjectTemplate.speedMod 0.02


ObjectTemplate.create ActiveKitPart Jetpack
ObjectTemplate.setBoneName A
ObjectTemplate.setCopyLinksCount 0
ObjectTemplate.setActiveAcceleration 0/60/0
ObjectTemplate.setPassiveAcceleration 0/7.7/0
ObjectTemplate.setInAirAnimOverride GrenadeAxisFire
ObjectTemplate.burstFrequency 30
ObjectTemplate.setTrigger PIUse
ObjectTemplate.addToNegativeMask Climbing
ObjectTemplate.addToNegativeMask Crouching
ObjectTemplate.addToNegativeMask Swiming
ObjectTemplate.addToNegativeMask Lying
ObjectTemplate.ActiveHeatIncrement 1.25
ObjectTemplate.PassiveHeatIncrement 0.0
ObjectTemplate.CoolingFactor 0.07
ObjectTemplate.ActiveEffectPersistancePerFrame 0
ObjectTemplate.OverrideAirMovementInhibitations 1

ObjectTemplate.create ActiveKitPart Thrust
ObjectTemplate.setBoneName A
ObjectTemplate.setCopyLinksCount 0
ObjectTemplate.setActiveAcceleration 0/0/15
ObjectTemplate.setPassiveAcceleration 0/0/0
ObjectTemplate.setTrigger PIThrottle
ObjectTemplate.addToNegativeMask Walking
ObjectTemplate.addToNegativeMask Climbing
ObjectTemplate.addToNegativeMask Crouching
ObjectTemplate.addToNegativeMask Swiming
ObjectTemplate.addToNegativeMask Lying
ObjectTemplate.ActiveEffectPersistancePerFrame 0
ObjectTemplate.OverrideAirMovementInhibitations 0


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PostPosted: Mon May 25, 2009 7:31 am 
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Posts: 48


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PostPosted: Mon May 25, 2009 12:32 pm 
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Joined: Thu Feb 22, 2007 12:19 pm
Posts: 99


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PostPosted: Mon May 25, 2009 2:21 pm 
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Joined: Fri Dec 28, 2007 12:24 pm
Posts: 204
Location: The Kingdom that is United
That's because creating a state is not possible SSM.

You have to active the state, example:

AnimationStateMachine.setActiveState Lb_RunJump
AnimationStateMachine.setSpeed 1 1 1


I've tried altering these values myself in the past, all it does it change the speed in which you jump, not the height.

So I believe this is not what you're looking for.

Something pretty simple you could do that works is alter the gravity settings on your server using BFRM. I believe you can access it through the "Game" tab.

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