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Topics - Kade

#61
Requests / Star Wars the clone wars SWBF2
February 08, 2017, 09:13:45 AM
Does anyone have the Star Wars the clone wars clones droids and weapons ?? Would be great. Also where are guns sound effects located

Thanks
#62
Requests / Arc Jettrooper
January 28, 2017, 06:42:35 AM
hello i have got so far in creating my own model for a jet arc trooper i dont know how to scale it or save with all textures attached? can someone please help?

thanks


#63
Requests / Arc Trooper
January 23, 2017, 09:44:50 AM
Hello Everyone,

I have been wondering how to add the phase 1 jet-trooper pack to the phase one rocket trooper??

I someone could make this or give me the code to add into odf that would be great.

Thanks,  :tu:
#64
Star Wars Battlefront 2 (2005 Original) / Paths Glitchs
January 22, 2017, 08:01:00 AM
hello there.

im having trouble with placing paths in space as they spawn on the ground.
also im having problems with all the assets on the ship like the sensor array. i replaced the all cruiser with the rep cruiser and renamed all the rep to all and it doesn't come up as a target in game.

if someone could help i would much appreciate it.

also can you add ships from other factions?
like you can do
addclassunit.
but with a ship?

here is it so far so you get what i mean
http://www.mediafire.com/file/moern8r46x25m5w/RI2.zip
#65
Released Maps and Mods / Custom Battle SWBF2 Download
January 22, 2017, 04:52:32 AM
Hello,

i have made a mod which is a battle at the jedi temple. its almost the same as the original, but i have changed some units.

-Phase 1 Clone Trooper - i added this because i like to have storys added to my game. in this case they were a group of anti-Troopers that became hostages of the empire, but while being transfered they were attacked by the Rebels and they freed the Troopers and they decided to join the alliance. i gave them the Rebels wepons as it seemed apporiate.

-Droideka - I added this because the Rebels attacked a Imperial storage Facility and found some old droids. they took them back to the base and reprogrammed so that they could be used by the alliance, they also thought it was fitting to give them a new paint job.

this is basically just me having fun with modding.
if you download this and like it be sure to let me know below.


Download - http://www.mediafire.com/file/kw9k5clf8g199ul/CO1.zip
#66
Requests / Clean Sides [Solved]
January 21, 2017, 04:29:16 PM
Hello Everyone,

Does anyone have the cis, imp, all, and rep sides clean? when ever i try to munge mine they crash in game. i must of messed them up.

thanks
#67
Hello there everyone, :)

i have made a mission where there are ep3 clones vs the ep2 clones and the ep3 clones have the imperial logo.
it is supposed to be linked to the "changing of the guard" mission from the story where the kamineons have made there own clone troopers to fight the empire. But the empire hasnt recived there new armour yet.
there may be more to come in the future on other maps but as for now this is it.

But i still have two simple fixes that need to be made.
- change the ep3 clones name to "Republic Trooper" instead of "clone trooper"
- change the name of the mission as its too long.

can i please have suggestions on how to fix and also once finnished i can release it for download if you want.

thanks
#68
Requests / Space battles
January 16, 2017, 02:46:21 PM
Hello there swbfgamers,

i have two things that i have been wanting to do for ages but i gave up and recently have come back to.

1- have a space battle between the clones and the empire

2- give the clones access to the ywing and awing

if somebody could help me with this, i would much appreciate it.

#69
Requests / sides
January 15, 2017, 09:51:44 AM
can anyone give this a whirl?
#70
Star Wars Battlefront 2 (2005 Original) / space battle
January 14, 2017, 04:21:06 PM
hello everyone :)

has anyone managed to get any space or ground battles between the empire vs empire, clone vs clone or clone vs empire. i would love this so much :) is it possible to make the rebel soldier a clone soldier/rebel marine as a clone marine. also have a arc 170 spawn at a rebel ship?

my custom maps i made with my customs sides wont work for me.

this would be amazing if someone could get back to me.
thanks
#71
SWBF2 Modding / Skin
December 13, 2015, 09:13:51 AM


i made a custom skin by changing textures on the republic how do i make them texture replace the original ????

i haven tested yet obviously because i dont know how to finish  :rofl:

if you could help me it would be great  :cheer:
#72
SWBF2 Modding / Skin Editors and Sides ??
December 13, 2015, 04:52:55 AM
hello,

i was wondering how can you edit skins ? and also how can i make my own  side e.g rep but only its rep2 with diffrent textures ? would this work so i could have red republic vs blue republic ???
#73
SWBF2 Modding / Command Post's ?
December 12, 2015, 11:57:38 AM
hello there,

on 3 different maps i have tried to swap teams they work and do not crash but there is no tp's to spawn at so i cant enter battles whats wrong ?

here is my lua

edit by led: 
here is his first one:


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

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

--  Empire Attacking (attacker is always #1)
REP = 1
IMP = 2
--  These variables do not change
ATT = 1
DEF = 2

   
function ScriptPostLoad()
      EnableSPHeroRules()
      
       AddDeathRegion("Death")
       AddDeathRegion("Death1")
       AddDeathRegion("Death2")
       AddDeathRegion("Death3")
       AddDeathRegion("Death4")
      
      
       SetProperty ("LibCase1","MaxHealth",1000)
       SetProperty ("LibCase2","MaxHealth",1000)
       SetProperty ("LibCase3","MaxHealth",1000)
       SetProperty ("LibCase4","MaxHealth",1000)
       SetProperty ("LibCase5","MaxHealth",1000)
       SetProperty ("LibCase6","MaxHealth",1000)
       SetProperty ("LibCase7","MaxHealth",1000)
       SetProperty ("LibCase8","MaxHealth",1000)
       SetProperty ("LibCase9","MaxHealth",1000)
       SetProperty ("LibCase10","MaxHealth",1000)
       SetProperty ("LibCase11","MaxHealth",1000)
       SetProperty ("LibCase12","MaxHealth",1000)
       SetProperty ("LibCase13","MaxHealth",1000)
       SetProperty ("LibCase14","MaxHealth",1000)



       SetProperty ("LibCase1","CurHealth",1000)
       SetProperty ("LibCase2","CurHealth",1000)
       SetProperty ("LibCase3","CurHealth",1000)
       SetProperty ("LibCase4","CurHealth",1000)
       SetProperty ("LibCase5","CurHealth",1000)
       SetProperty ("LibCase6","CurHealth",1000)
       SetProperty ("LibCase7","CurHealth",1000)
       SetProperty ("LibCase8","CurHealth",1000)
       SetProperty ("LibCase9","CurHealth",1000)
       SetProperty ("LibCase10","CurHealth",1000)
       SetProperty ("LibCase11","CurHealth",1000)
       SetProperty ("LibCase12","CurHealth",1000)
       SetProperty ("LibCase13","CurHealth",1000)
       SetProperty ("LibCase14","CurHealth",1000)


    EnableSPHeroRules()
            DisableBarriers("SideDoor1")
            DisableBarriers("MainLibraryDoors")
            DisableBarriers("SideDoor2")
            DisableBarriers("SIdeDoor3")
            DisableBarriers("ComputerRoomDoor1")
            DisableBarriers("StarChamberDoor1")
            DisableBarriers("StarChamberDoor2")
            DisableBarriers("WarRoomDoor1")
            DisableBarriers("WarRoomDoor2")
            DisableBarriers("WarRoomDoor3")
            PlayAnimation("DoorOpen01")
            PlayAnimation("DoorOpen02")
           
                --This defines the CPs.  These need to happen first
    cp1 = CommandPost:New{name = "CP1"}
    cp2 = CommandPost:New{name = "CP2"}
    cp3 = CommandPost:New{name = "CP3"}
    cp4 = CommandPost:New{name = "CP4"}
    cp5 = CommandPost:New{name = "CP5"}
    cp6 = CommandPost:New{name = "CP6"}
   
    --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:AddCommandPost(cp3)
    conquest:AddCommandPost(cp4)
    conquest:AddCommandPost(cp5)
    conquest:AddCommandPost(cp6)
   
    conquest:Start()
end

function ScriptInit()
    -- Designers, these two lines *MUST* be first.
    SetPS2ModelMemory(4030000)
    ReadDataFile("ingame.lvl")
   
   
   
    ReadDataFile("sound\\cor.lvl;cor1gcw")
    SetMapNorthAngle(180, 1)
    SetMaxFlyHeight(25)
    SetMaxPlayerFlyHeight (25)
    AISnipeSuitabilityDist(30)
   
     ReadDataFile("SIDE\\rep.lvl",
                    "rep_inf_ep3_rifleman",
                                "rep_fly_assault_DOME",
            "rep_fly_gunship_DOME",
                    "rep_inf_ep3_rocketeer",
                    "rep_inf_ep3_engineer",
                    "rep_inf_ep3_sniper",
                    "rep_inf_ep3_officer",
                    "rep_inf_wookiee",
                    "rep_hero_macewindu")
               
                               
               
     ReadDataFile("SIDE\\imp.lvl",
                    --Insert "imp_bldg_defensegridturret", once the odf has been set up
                    "imp_inf_rifleman",
                    "imp_inf_rocketeer",
                    "imp_inf_engineer",
                    "imp_inf_sniper",
                    "imp_inf_officer",
                    "imp_inf_dark_trooper",                   
                    "imp_hero_emperor")
             
    ReadDataFile("SIDE\\tur.lvl",
             "tur_bldg_laser")         
     

   -- set up teams
    SetupTeams{
        imp = {
            team = IMP,
            units = 32,
            reinforcements = 150,
            turret = "all_bldg_defensegridturret",      --change this to imp_bldg_defensegridturret once the odf has been set up
            soldier  = { "imp_inf_rifleman",7, 25},
            assault  = { "imp_inf_rocketeer",1, 4},
            engineer = { "imp_inf_engineer",1, 4},
            sniper   = { "imp_inf_sniper",1, 4},
            officer = {"imp_inf_officer",1, 4},
            special = { "imp_inf_dark_trooper",1, 4},
           
        },
        rep = {
            team = REP,
            units = 32,
            reinforcements = 150,
            soldier  = { "rep_inf_ep3_rifleman",7, 25},
            assault  = { "rep_inf_ep3_rocketeer",1, 4},
            engineer = { "rep_inf_ep3_engineer",1, 4},
            sniper   = { "rep_inf_ep3_sniper",1, 4},
            officer = {"rep_inf_ep3_officer",1, 4},
            special = { "rep_inf_ep3_jettrooper",1, 4},
        }
    }
    SetHeroClass(ALL, "rep_hero_macewindu")   
    SetHeroClass(IMP, "imp_hero_emperor")
   

    -- SetTeamAsEnemy(DEF, 3)

    --  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- 8 droidekas (special case: 0 leg pairs)
    AddWalkerType(1, 0) --
    AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
    local guyCnt = 50
    local weaponCnt = 200
    SetMemoryPoolSize("Aimer", 20)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth", 21)
    SetMemoryPoolSize("EntityLight", 96)
    SetMemoryPoolSize("MountedTurret", 13)
    SetMemoryPoolSize("PathFollower", guyCnt)
    SetMemoryPoolSize("Navigator", guyCnt)
    SetMemoryPoolSize("SoundSpaceRegion", 38)
    SetMemoryPoolSize("TreeGridStack", 256)
    SetMemoryPoolSize("UnitAgent", guyCnt)
    SetMemoryPoolSize("UnitController", guyCnt)
    SetMemoryPoolSize("Weapon", weaponCnt)
   SetMemoryPoolSize("EntityFlyer", 4)   

    SetSpawnDelay(10.0, 0.25)
    ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
    SetDenseEnvironment("True")
      -- SetMaxFlyHeight(25)
     --SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")



    --  Movies
    --  SetVictoryMovie(ALL, "rep_end_victory")
    --  SetDefeatMovie(ALL, "imp_end_victory")
    --  SetVictoryMovie(IMP, "imp_end_victory")
    --  SetDefeatMovie(IMP, "rep_end_victory")

    --  Sound
   
    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "imp_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",  "imp_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\\cor.lvl",  "cor1")
    OpenAudioStream("sound\\cor.lvl",  "cor1")
    -- OpenAudioStream("sound\\cor.lvl",  "cor1_emt")

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, IMP, "re[_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, REP, "imp_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(REP, IMP, "rep_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(IMP, REP, "imp_off_victory_im", .1, 1)

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

    SetAmbientMusic(ALL, 1.0, "rep_cor_amb_start",  0,1)
    SetAmbientMusic(ALL, 0.8, "rep_cor_amb_middle", 1,1)
    SetAmbientMusic(ALL, 0.2, "rep_cor_amb_end",    2,1)
    SetAmbientMusic(IMP, 1.0, "imp_cor_amb_start",  0,1)
    SetAmbientMusic(IMP, 0.8, "imp_cor_amb_middle", 1,1)
    SetAmbientMusic(IMP, 0.2, "imp_cor_amb_end",    2,1)

    SetVictoryMusic(ALL, "rep_cor_amb_victory")
    SetDefeatMusic (ALL, "rep_cor_amb_defeat")
    SetVictoryMusic(IMP, "imp_cor_amb_victory")
    SetDefeatMusic (IMP, "imp_cor_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
    --  SetSoundEffect("BirdScatter",         "birdsFlySeq1")
    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")


    SetAttackingTeam(ATT)



   AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
   AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
   AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
   AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
   AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
   AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
   AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
   AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
   AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
   AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
   AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
   AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
   AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
   AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
   AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);
end

[/spoiler]
#74
Requests / Hoth Request
December 12, 2015, 09:52:01 AM
i have tried to get the rep vs the imp on hoth i have changed what i need and then it just closes swbf2 when i launch what did i do wrong i changed the conquest and XL modes can somebody fix the problem ???
#75
Requests / Teams
December 08, 2015, 11:50:47 AM
could somebody make a mod where there are all factions vs each e.g
cis- rebel
cis-empire
cis-republic
republic-cis
republic-rebels
republic-empire
empire-rebels
empire-cis
empire-republic
rebels-cis
rebels-empire
rebels-rebublic

thanks

#76
Requests / jet trooper rifleman
December 08, 2015, 11:33:47 AM
hello there,

i have tried and tried to get my maps to all have
rep_inf_ep2_jettrooper_rifleman
instead of
rep_inf_ep2_jettrooper or rep_inf_ep2_rifleman
how do i get this to work ?????

if you can get this to work could you please show me or if you can then give me a download ????