Server Side Modding

The Official Modding Resource for Battlefield 1942 and Battlefield Vietnam
It is currently Mon Oct 19, 2009 5:30 pm

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Getting Started
Getting Started
Prepping Your Files
  Testing Methods
Auto-Start Map
True Testing Enviroment
General How-To's
Stop Base Camping
Removing Out Of Bounds
Stop Base Camping 2
Disabling Parachutes
Add Repair Points
Add Spawn Points
Main Base Swapping
Modifying the Point System
Conquest Ticket System
Making CTF Versions of Maps
Vehicle How-To's
Replace/Add Vehicles
Lock Vehicles
Partially Disabling Vehicles
Totally Disabling Vehicles
Making a Carbomb
Adding Nitrous
Making Amphibious
Performance Tweaking
Adding Healing Supply
Adding/Changing/Removing Carrier Vehicles
Weapon How-To's
Spawn Weapon Kits
Change the Weapon Kits of Soldiers
Modifying Weapon Attributes
Disabling Weapons
Modifying the Damage System
Disabling Overheating
Fix Wall Hacks
How to Fix Wall/Floor Hacks
Basrah's Edge
Lost Village
Al Khafji Docks
El Alamein
Other Fixes
Leaning F16 Fix
Glass Humvee
Oil Fields Exploding A-10
Operation Bragg Fixes
Object List
Weapon Kits List
Global Object Spawners
Global Soldier Spawns
Projectile Material Numbers

Disabling Weapon Overheating

To disable the overheat property of a firewarm, first, find the FireArm object of that weapon. Firearm objects are normally located in the Weapons.con file for a given weapon in the Objects.rfa.

For example, the Firearms on the AH-6 can be found in the objects.rfa, under OBJECTS\vehicles\air\H-6\Weapons.con. In this file, you'll find 4 Firearm objects:

  • AH6MinigunFirearms
  • AH6RocketFirearms
  • MD500RocketFirearms
  • MH500GunPodFirearms

Notice there are 3 lines that are tied to firearm overheating. They are:

rem *** Tan added heat ***
objectTemplate.heatAddWhenFire 0.025
objectTemplate.coolDownPerSec 0.25
objectTemplate.timeDelayOnOverHeat 2

Setting the heatAddWhenFire to 0 or to some really small number will prevent the weapon from overheating. To accomplish this, put the following code at the bottom of your ObjectSpawnTemplates.con in your map rfa (using the AH6MinigunFirearms as an example):

ObjectTemplate.Active AH6MinigunFirearms
ObjectTemplate.heatAddWhenFire 0.001 

The server will now not allow overheating to disable the weapon, HOWEVER, the client will still think it needs to disable the visual and sound effect of an overheating gun (thus, the heat meter will still rise, and the sound will stop when the client thinks the weapon has overheated), however, the server will still allow projectiles to be shot, and will handle damage accordingly.


No materials may be duplicated under any circumstances.