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Messages - Dark_Phantom

#1081
Quote from: Buckler on February 04, 2013, 06:45:32 PM
Maybe you can put an invisible jedi AI attached to each wall!

LoL!  If only that would work that easily
#1082
SWBF1 Modding / Re: Best core builder?
February 10, 2013, 10:16:29 AM
Bamdurs v. 1.31.  Read the directions closely, most of the game is localized then.
#1083
Requests / Re: Help: Weapon odfs
February 01, 2013, 07:26:00 AM
"NextCharge = 2.20"
Maybe refresh my memory, but shouldn't it only go to 1.0?  I forgot to check my bowcaster again...
#1084
Requests / Re: Help: Weapon odfs
January 31, 2013, 03:41:33 PM
I think if you look at the Wookiee bowcaster it mentions how many shots to fire when it's at a certain charge level (like 0.50, 0.75, if I remember right).  Maybe if you copy those and change the shots to 0 then it won't fire.
Also, maybe just putting one at 0.00 and then making the shot count 0 will do it.
Sorry I don't have the exact code with me now...
#1085
Getting those reconstructed scripts to pull up extra/less buttons for Multiplayer is a pain  :dry:
Play around in the shell and you find that Galactic Conquest was intended for Multiplayer too.
#1086
SWBF1 Modding / Re: A personal "THANK YOU!"
January 26, 2013, 03:43:53 PM
Sounds like a good plan to me.  8)
#1087
SWBF1 Modding / Re: A personal "THANK YOU!"
January 26, 2013, 02:28:52 PM
It was my pleasure to help another modder  :cheers:
Now, someone should tell us how to use the core.lvl addon builder really quick because I can never get it to work with addon levels   ;)
#1088
SWBF1 Modding / Re: A personal "THANK YOU!"
January 26, 2013, 01:14:27 PM
Your core.lvl is screwed up.  Your shell and addme (I am not quite sure why the addme looked funny but it didn't seem to impact anything.  Get rid of the dc:addon.lvl) seemed to be fine.  The real issue is the core.lvl.

I know this (and switched it out just to make sure) because I have been having issues with my core.lvl.  But at least mine loads.  I was telling Phobos that everything in my map went [NULL] but yours didn't show up.  After switching with a core.lvl from TAT3, it works.

Someone should show us how to use Bamdur's Addon core.lvl builder sometime.  I can make a main core, but not an addon :)
#1089
SWBF1 Modding / Re: addme.lua Setup
January 25, 2013, 09:44:18 PM
Do not load every level at once.  Load the ONE level that you want.  With mission and addme in BF1, only one planet should be loaded.
This is what your lua says:
[spoiler]ScriptInit (the mission.lua loader)
Sides are read.  May have a problem with "dc:SIDE\\cis.lvl" if loading a stock lua, just stick your new side file in the game's side folder.  Then just call "ReadDataFile(SIDE\\yoursidehere)"
Unit setup looks good.
SetTeamAsEnemy and Friend are unnecessary as there are no locals and you aren't doing anything with deathmatch.  The teams ATT and DEF are auto set to beat each other up.
Load only one world now.  This lua is for one planet, so "ReadDataFile(BES/bes2.lvl)" if calling Cloud City
Then all the lovely sound stuff that makes the world go around.[/spoiler]

I know this was blunt, but that is the easiest way to explain it in my eyes.  Hope I helped a little  8)
#1090
SWBF1 Modding / Re: addme.lua Setup
January 24, 2013, 04:52:58 PM
Each Addon level has a separate addme.script file associated with it.  There is no universal one (as you seem to be trying to create).
#1091
Released Maps and Mods / Re: Dark_Phantom's Imp.lvl
January 22, 2013, 06:07:03 PM
Which ones?  I can give you those for now and get all the assets out later.
#1092
SWBF1 Modding / Re: Amateur Modding Contest
January 22, 2013, 05:52:08 PM
Hehe, looks like I've got to come up with a good idea to submit.  ;)
#1093
Released Maps and Mods / Re: Dark_Phantom's Imp.lvl
January 22, 2013, 05:50:07 PM
Yes, the sniper does glide and have AA.  I always meant to change the speed back so that it didn't glide but I never got around to it.
I'll have to gather them up and zip them, so give me a day or two to get them.
Thanks for the nice feedback, that's good considering this was all just for fun.
#1094
Released Maps and Mods / Re: Dark_Phantom's Imp.lvl
January 22, 2013, 10:19:20 AM
#1095
Released Maps and Mods / Re: Dark_Phantom's Imp.lvl
January 20, 2013, 10:24:03 PM
My internet didn't fully upload it.  I'll upload it again (just not on my dialup  :dry:)