

No Spawning (Spawning: Killing a player at the point he enters the map.No mining Power-ups (weapons, ammo, hull).No mine stacking (placing multiple mines in close proximity to each other).Select a server with the lowest ping that has other players on it, then.Select "Internet".-At this point, if you have a firewall, it.Select "New" and create your player name & select a flag.
#BATTLEZONE 2 ODF FILES UPDATE#

CanSnipe: Sets if the new object can be Sniped.Group: The Group to put this object into.restoreWeapons: If true, transfers the equipped Weapons.If -1 then it retains the state it had before. Empty: If Empty is 1, it spawns the vehicle Empty, if 0 it spawns it with a Pilot.HeightOffset: Height difference to spawn the replacement object with, compared to the original.Team: The Team to put the replacement object on.Optionally with the following parameters: Replaces the specified Handle, while retaining as much information as possible. Handle ReplaceObject(Handle h, string ODF = nil, int Team = -1, number HeightOffset = 0.0, int Empty = -1, bool restoreweapons = true, int group = -1, int CanSnipe = -1, bool keepcmd = true, int NewCmd = -1, int NewPriority = 0, Handle NewWho = 0, Vector NewWhere = (0, 0, 0)) "CLASS_TURRETTANK" // TurretTank.h - ivturr/fvturr (vehicle turrets) "CLASS_TURRET" // TurretCraft.h - ibgtow/fbspir (Guntower/gunspires) "CLASS_TRACKEDVEHICLE" // TrackedVehicle.h "CLASS_TRACKEDDEPLOYABLE" // TrackedDeployable.h "CLASS_SPRAYBUILDING" // SprayBuildingClass.h "CLASS_SPECIAL_TERRAINEXPOSE" // TerrainExposeClass.h "CLASS_SPECIAL_RADARDAMPER" // RadarDamperClass.h "CLASS_SPECIAL_IMAGEREFRACT" // ImageRefractClass.h "CLASS_SPECIAL_FORCEFIELD" // ForceFieldClass.h "CLASS_SNIPERSHELL" // SniperShellClass.h "CLASS_SEISMICWAVE" // SeismicWaveClass.h "CLASS_SATCHELPACK" // SatchelPackClass.h "CLASS_SALVOLAUNCHER" // SalvoLauncherClass.h "CLASS_RECYCLERVEHICLEH" // RecyclerVehicleH.h

"CLASS_RECYCLERVEHICLE" // RecyclerVehicle.h "CLASS_POWERUP_WEAPON" // WeaponPowerup.h "CLASS_POWERUP_SERVICE" // ServicePowerup.h "CLASS_POWERUP_REPAIR" // ServicePowerup.h "CLASS_POWERUP_RELOAD" // ServicePowerup.h "CLASS_PLANT" // Plant.h // Power plants, not foliage plants. "CLASS_MORTAR_REMOTE" // RemoteDetonatorClass.h "CLASS_MISSILE_THERMAL" // ThermalMissileClass.h "CLASS_MISSILE_RADAR" // RadarMissileClass.h "CLASS_MISSILE_LASER" // LaserMissileClass.h "CLASS_MISSILE_IMAGE" // ImageMissileClass.h "CLASS_MINE_PROXIMITY" // ProximityMineClass.h "CLASS_MAGNETSHELL" // MagnetShellClass.h "CLASS_LEADER_ROUND" // LeaderRoundClass.h "CLASS_LAUNCHER_TORPEDO" // TorpedoLauncherClass.h "CLASS_LAUNCHER_THERMAL" // ThermalLauncherClass.h "CLASS_LAUNCHER_RADAR" // RadarLauncherClass.h "CLASS_LAUNCHER_MULTI" // MultiLauncherClass.h "CLASS_LAUNCHER_IMAGE" // ImageLauncherClass.h "CLASS_GRENADE_RADARPOPPER" // RadarPopperClass.h "CLASS_GRENADE_LASERPOPPER" // LaserPopperClass.h "CLASS_DEPLOYBUILDINGH" // DeployBuildingH.h "CLASS_DEPLOYBUILDING" // DeployBuilding.h "CLASS_DAMAGEFIELD" // DamageFieldClass.h "CLASS_CONSTRUCTIONRIGT" // ConstructionRigT.h "CLASS_CONSTRUCTIONRIG" // ConstructionRig.h "CLASS_CANNON_TARGETING" // TargetingGunClass.h "CLASS_CANNON_MACHINEGUN" // MachineGunClass.h "CLASS_ANCHORROCKET" // AnchorRocketClass.h GOClass Return values:"CLASS_AIR" // AirCraft.h
