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Topics - LitFam

#1
Requests / D-93 Incinerator Flamethrower Converting Help
December 24, 2017, 06:24:44 PM
I need this flamethrower model for a rifle .msh for my mod. You will be credited.

Link: http://www.mediafire.com/file/zqvnfubx7cg72sm/Flamethrower%20Rifle.7z

Thanks for reading and have a Merry Christmas!  :cheers:
#2
Requests / Rifle model need help converting
December 16, 2017, 03:38:21 PM
Could some one please convert this rifle model for my mod?

I will credit you.

Link: https://www.mediafire.com/file/55q5bhy53aa3b1m/get_geth_pulse_rifle.7z

Thanks for reading and have a Merry Christmas!
#3
Requests / Gun For Star Wars Battlefront 2 [Solved]
August 20, 2017, 11:25:44 PM
Can someone please convert this DC-15S into a gun, please. I need it for my clone wars map. I will credit you if you make this a workable weapon!  :D

Link: http://www.mediafire.com/file/cje59e9e6jeikks/DC-15S+Blaster+Carbine.zip
#4
Released Assets / ...
August 06, 2017, 09:20:16 AM
...
#5
Released Assets / ...
August 04, 2017, 07:27:43 AM
...
#6
SWBF2 Modding / Orbital Strike HUD
July 03, 2017, 04:38:35 PM
Hello modding community,

I was wondering if someone could make this .tga file I provided in attachments to make a .msh hud for the offhand weapon slot!

Thanks

(Please PM me the .msh file, also I will credit you in my mod http://www.moddb.com/mods/tcw-death-watch-side-mod if you make the HUD for me in .msh form)
#7
SWBF2 Modding / Prop [SOLVED]
June 24, 2017, 03:06:26 PM
Can someone please convert this to a prop to msh with the proper collisions and all that? Now I need this prop because I am making a mod http://www.moddb.com/mods/tcw-death-watch-side-mod

(If you convert it could you PM me the prop, Also I will credit you)

REMOVED DOWNLOAD
#8
SWBF2 Modding / Death Watch
February 06, 2017, 12:36:42 AM
Does anyone know how to install unit (dwt_inf_soldier_3) from  DEVISS Death Watch Pack 1.0, Also  here is my lua. For some reason I can only add two of the death watch units (dwt_inf_soldier_2) and (dwt_inf_soldier_4).


[spoiler]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
   
   --  REP Attacking (attacker is always #1)
    REP = 1;
    CIS = 2;
    --  These variables do not change
    ATT = REP;
    DEF = CIS;


function ScriptPostLoad()      
   
   ReadDataFile("dc:Load\\common.lvl")
   
    --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "cp1"}
    cp2 = CommandPost:New{name = "cp2"}
   
     --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
                                     textATT = "game.modes.con",
                                     textDEF = "game.modes.con2",
                                     multiplayerRules = true}
   
    --This adds the CPs to the objective.  This needs to happen after the objective is set up
    conquest:AddCommandPost(cp1)
    conquest:AddCommandPost(cp2)   
   
    conquest:Start()
    SetUberMode(1);
   
    EnableSPHeroRules()
   
end


---------------------------------------------------------------------------
-- FUNCTION:    ScriptInit
-- PURPOSE:     This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES:       The name, 'ScriptInit' is a chosen convention, and each
--              mission script must contain a version of this function, as
--              it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
   
    ReadDataFile("ingame.lvl")
   
   
    SetMaxFlyHeight(800)
    SetMaxPlayerFlyHeight (800)
   
    SetMemoryPoolSize ("ClothData",40)
    SetMemoryPoolSize ("Combo",100)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",1300)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",1300) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",1300)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",1100)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",1200)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",200)     -- should be ~1x #combo 
   
   
    ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                      "dwt_inf_soldier_1",
                      "dwt_inf_soldier_4",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_anakin",
                             "rep_hover_barcspeeder",
                      "rep_walk_atte")
    ReadDataFile("SIDE\\cis.lvl",
                            "cis_inf_crabdroid",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_hover_aat")
      

  ReadDataFile("dc:SIDE\\cis.lvl",
      "cis_inf_crabdroid")
      
      ReadDataFile("dc:SIDE\\rep.lvl",
      "dwt_inf_soldier_2",
      "dwt_inf_soldier_4")
                 
                             
                                       
                             
   SetupTeams{
      rep = {
         team = REP,
         units = 200,
         reinforcements = 7500,
         soldier  = { "rep_inf_ep3_rifleman",9, 50},
         assault  = { "rep_inf_ep3_rocketeer",1, 10},
         engineer = { "rep_inf_ep3_engineer",1, 10},
         sniper   = { "rep_inf_ep3_sniper",1, 10},
         officer = {"rep_inf_ep3_officer",1, 10},
         special = { "rep_inf_ep3_jettrooper",1, 10},
          
      },
      cis = {
         team = CIS,
         units = 200,
         reinforcements = 7500,
         soldier  = { "cis_inf_rifleman",9, 50},
         assault  = { "cis_inf_rocketeer",1, 10},
         engineer = { "cis_inf_engineer",1, 10},
         sniper   = { "cis_inf_sniper",1, 10},
         officer = {"cis_inf_officer",1, 5},
         special = { "cis_inf_droideka",1, 5},
      }
   }
   
   AddUnitClass(CIS, "cis_inf_crabdroid",1,5)
   AddUnitClass(REP, "dwt_inf_soldier_2",1,5)
    AddUnitClass(REP, "dwt_inf_soldier_4",1,5)
   
   --  Level Stats
    --  ClearWalkers()
   AddWalkerType(0, 5) -- special -> droidekas
    AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
    AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
   AddWalkerType(2, 10) -- 3 acklay with 2 leg pairs each
    AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
    local weaponCnt = 1024
    SetMemoryPoolSize("AcklayData", 5)
    SetMemoryPoolSize("Aimer", 155)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
   SetMemoryPoolSize("CommandWalker", 2)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
   SetMemoryPoolSize("EntityCloth", 532)
   SetMemoryPoolSize("EntityFlyer", 540)
    SetMemoryPoolSize("EntityHover", 440)
    SetMemoryPoolSize("EntityLight", 505)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("EntitySoundStatic", 32)
    SetMemoryPoolSize("MountedTurret", 32)
   SetMemoryPoolSize("Navigator", 128)
    SetMemoryPoolSize("Obstacle", 1024)
   SetMemoryPoolSize("PathNode", 1024)
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
   SetMemoryPoolSize("UnitAgent", 564)
   SetMemoryPoolSize("UnitController", 456)
   SetMemoryPoolSize("Weapon", weaponCnt)
   
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:UW1\\UW1.lvl", "UW1_conquest")
    ReadDataFile("dc:UW1\\UW1.lvl", "UW1_conquest")
    SetDenseEnvironment("false")




    --  Sound
   
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
   
    voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
   
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1_emt")

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

    SetOutOfBoundsVoiceOver(2, "cisleaving")
    SetOutOfBoundsVoiceOver(1, "repleaving")

    SetAmbientMusic(REP, 1.0, "rep_yav_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_yav_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_yav_amb_victory")
    SetDefeatMusic (REP, "rep_yav_amb_defeat")
    SetVictoryMusic(CIS, "cis_yav_amb_victory")
    SetDefeatMusic (CIS, "cis_yav_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",      "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut",     "binocularzoomout")
    --SetSoundEffect("BirdScatter",             "birdsFlySeq1")
    --SetSoundEffect("WeaponUnableSelect",      "com_weap_inf_weaponchange_null")
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null")
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit")
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter")
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit")


--OpeningSateliteShot
    AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

    AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
    AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
    AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
    AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
    AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
    AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
    AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
    AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
    AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

[/spoiler]