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Topics - Ascertes

#1
Released Maps and Mods / Kashyyyk: Village 2.0
May 10, 2019, 09:28:21 PM
Kashyyyk: Village 2.0

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1492

Below is a copy of the ReadMe, which should tell you everything you need to know about the map  :happy:
----------------------------------------------------------------------------------------------
Welcome and thank you for downloading "KASHYYYK: VILLAGE" version 2.0!
This is a custom mod map for Star Wars Battlefront 1.

--Installation:---

1. Download the file.
2. Go to your downloads folder and extract the files with Wk1_V2 and put them into your Star Wars Battlefront/GameData/AddOn file.
3. Play!

====WHAT'S NEW IN VERSION TWO?====
1. Adjusted spawn points for the Lower Village command post, so they are more clustered near the CP.
2. Count Dooku has been arrested for illegal possession of a time machine, and no longer assists the CIS in this battle. He has been replaced with OOM-47.
3. The wookies have received armaments and training from the Republic, greatly expanding their roster and weapon loadouts.
4. The Rebel Alliance now have the Rebel Conciliator added to their roster to fill the gap left by the Wookie Smuggler.
5. The secondary defending team (Clones in CW era, Wookies in GCW,) have had their aggressiveness and unit counts adjusted for balance.
6. The secondary defending teams will now capture command posts for themselves instead of for their ally.
7. Adjusted the CIS reinforcement count for balance purposes.
8. The Wookies in the Clone Wars era now have a hero: Chief Tarfful!
9. Fixed some slightly floating objects.
10. Adjusted vehicle pathing and barriers, so now there should be far less of the tanks trying to climb impassable cliffs.
11. Added Mine hint node to the North Beach command post.
12. Removed unnecessary obstacles preventing vehicular travel to certain parts of the map.
13. Other general, quality of life improvements.


---STORY:---

Clone Wars:

The separatist invasion of Kashyyyk is moving swiftly. With the separatist forces rapidly conquering territory across the planet,
the Republic's clone forces are spread dangerously thin. The next stop for the confederate war machine is a valley occupied mostly by
a lake. The Republic has only recently deployed troops here, so the wookies must provide the bulk of the defence force for this region.
Unfortunately, both the Republic and wookie forces have been deployed in terrible positions; the CIS forces have effectively driven a wedge between them.
Cut off from each other, each team must assume control of their own command posts with no assistance from the other. To add to the Republic's woes,
their vehicles were dropped into the wookie's territory. The situation for the defenders is dire, but their resolve is strong. Fight with the wookies
and their Republic allies or with the CIS to secure this territory.

Galactic Civil War:

A rebel cell has been deployed to Kashyyyk to rally the local wookie tribes and overthrow the Imperial occupation. However, the Empire has caught
word of this local insurrection, and have tracked the upstart rebels to a valley on the planet. However, the Empire is too late to stop the uprising;
The wookies have already taken up arms and granted the Alliance use of one of their villages. The Empire must now face a battle on two fronts, and has
deployed vehicular support to put down the rebellion. The Alliance has done similar. The forest is hushed as all three armies march to battle...

----Credits:----
AceMastermind, for providing the OOM skin and mesh that I used to create the CIS hero.

All other work contained within this file are stock assets provided by Lucasarts and Pandemic. I have used no other custom
content from any other modder.

-------Use of this Content-------
Use of anything contained in this file is welcome to be adjusted or otherwise altered by anyone who wants to, so long as I receive credit for any said works.

--------Known Issues--------

1. The tanks for both eras are missing their firing sounds. I have no idea how to fix this, if you know a solution please make it known.
2. The minimap isn't perfect, but it serves it's function and you should have no issue figuring out where it is you're going.
3. The wookie grenade launcher is missing it's firing sounds.
4. Upon spawning, the first use of the Rebel Conciliator's disguise kit will turn the player into a wookie. Subsequent uses will correctly turn the player into an Imperial Stormtrooper. Not sure why it does this, but at least it works most of the time.
------------------------------------------------------------------------------------------

SCREENSHOTS:
https://steamcommunity.com/profiles/76561198060483003/screenshot/807744928413500780
https://steamcommunity.com/profiles/76561198060483003/screenshot/807744928413500891
https://steamcommunity.com/profiles/76561198060483003/screenshot/807744928413500675
https://steamcommunity.com/profiles/76561198060483003/screenshot/807744928413500411
https://steamcommunity.com/profiles/76561198060483003/screenshot/807744928413500518
#2
SWBF1 Modding / Tactical Droid Hero Issues
May 04, 2019, 08:30:38 PM
Hey everyone, I've been working on incorporating a new hero unit for my Kashyyyk: Village map. I've been using the assets from DEVISS for his tactical droid to accomplish this (found here: http://gametoast.com/viewtopic.php?f=64&t=24475&p=518170#p518170 ).

However, I've run into a problem. Whenever I start up the map, as soon as the hero, our "Tactical Droid", tries to spawn, the game crashes. I cannot figure out why this is. I'd really appreciate if you all could help figure out what is wrong with my ODF, which I have attached below:


[GameObjectClass]

ClassLabel = "soldier"
GeometryName = "cis_inf_TCW_Tactical_Droid.msh"


[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"

Label = "Battle Droid Infantry"
UnitType = "trooper"
IconTexture = "cis_bdroid_icon"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "cis_inf_TCW_Tactical_Droid"
GeometryLowRes = "cis_inf_TCW_Tactical_Droid"
SkeletonName = "tacticaldroid"
SkeletonLowRes = "bdroidlz"
FirstPerson = "CIS\cisbdrd;cis_1st_bdroid"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "all_inf_snowtrooper"

CAMERASECTION = "STAND"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 3.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"

EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "5.0"

CAMERASECTION = "CROUCHZOOM"

EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "PRONE"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.0 0.0 3.0"
TiltValue = "5.0"

CAMERASECTION = "PRONEZOOM"

EyePointOffset = "0.0 0.5 0.0"
TrackCenter = "0.0 0.5 0.0"
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"


HealthType = "droid"
MaxHealth = 1000000.0
AddHealth = 1000000.0

CapturePosts = 0
NoEnterVehicles = 1

Acceleraton = 70.0
MaxSpeed = 6.5
MaxStrafeSpeed = 4.5
MaxTurnSpeed = 4.0

WeaponName1 = "cis_weap_inf_rifle"
WeaponAmmo1 = 0
WeaponName2 = "cis_weap_inf_pistol"
WeaponAmmo2 = 0
WeaponName3 = "cis_weap_inf_thermaldetonator"
WeaponAmmo3 = 0
WeaponChannel3 = 1
WeaponName4 = "cis_weap_inf_crackgrenade"
WeaponAmmo4 = 0
WeaponChannel4 = 1

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.07
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.08
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0

HurtSound = "cis_inf_com_chatter_wound"
DeathSound              = "droid_death"
AcquiredTargetSound     = "cis_inf_com_chatter_acquired"
HidingSound             = "cis_inf_com_chatter_hide"
ApproachingTargetSound  = "cis_inf_com_chatter_approach"
FleeSound               = "cis_inf_com_chatter_flee"
PreparingForDamageSound = "cis_inf_com_chatter_predamage"
HeardEnemySound         = "cis_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
//LowHealthThreshold      = ".25"
FoleyFXClass            = "cis_inf_droid"

// squad command VO
SCFieldMoveOutSound = "cis_inf_com_chatter_tac_moveout"
SCFieldHoldSound = "cis_inf_com_chatter_tac_hold"
SCFieldFollowSound = "cis_inf_com_chatter_tac_follow"
SCDriverGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound = "cis_inf_com_chatter_tac_spreadout"
SCPassengerStopSound = "cis_inf_com_chatter_tac_stop"
SCPassengerGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound = "cis_inf_com_chatter_tac_allclear"
SCGunnerSteadySound = "cis_inf_com_chatter_tac_stop"
SCGunnerGetInSound = "cis_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound = "cis_inf_com_chatter_tac_moveout"
SCResponseYessirSound = "cis_inf_com_chatter_tac_yes"
SCResponseNosirSound = "cis_inf_com_chatter_tac_no"

// AI Squad Command VO
AISCFieldMoveOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCFieldHoldSound = "ai_cis_inf_com_chatter_tac_hold"
AISCFieldFollowSound = "ai_cis_inf_com_chatter_tac_follow"
AISCDriverGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound = "ai_cis_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound = "ai_cis_inf_com_chatter_tac_stop"
AISCPassengerGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound = "ai_cis_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound = "ai_cis_inf_com_chatter_tac_stop"
AISCGunnerGetInSound = "ai_cis_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound = "ai_cis_inf_com_chatter_tac_moveout"
AISCResponseYessirSound = "ai_cis_inf_com_chatter_tac_yes"
AISCResponseNosirSound = "ai_cis_inf_com_chatter_tac_no"


As a reference, here is a copy of DEVISS's Tactical Droid ODF (it was designed for BF2, which is where I think most of the issues are coming from.)

[GameObjectClass]
ClassParent     = "cis_inf_default"

[Properties]
GeometryName            = "cis_inf_TCW_Tactical_Droid"
GeometryLowRes          = "cis_inf_TCW_Tactical_Droid"
FirstPerson             = "CIS\cisbdrd;cis_1st_bdroid"

SkeletonName            = "tacticaldroid"
SkeletonLowRes          = "bdroidlz"
SkeletonRootScale   = "1.0"
CollisionRootScale  = "1.0"

ScanningRange        = 50.0
TransmitRange        = 500.0

UnitType            = "support"

AddHealth               = 10.0

MaxSpeed                = 6.0       // base forward speed
MaxStrafeSpeed          = 5.0       // base right/left speed
MaxTurnSpeed            = 3.0       // base turn speed

WEAPONSECTION = 1
WeaponName         = "wpn_weap_DT-57_Heavy_Blaster_Pistol"
WeaponAmmo         = 5

WEAPONSECTION = 2
WeaponName         = "wpn_weap_E-5_Blaster_Rifle_A"
WeaponAmmo         = 8

WEAPONSECTION = 3
WeaponName         = "cis_weap_inf_buff_damage"
WeaponAmmo         = 0
WeaponChannel      = 1

WEAPONSECTION = 4
WeaponName         = "cis_weap_inf_buff_defense"
WeaponAmmo         = 0
WeaponChannel      = 1

WEAPONSECTION = 5
WeaponName         = "com_weap_melee_attack"
WeaponAmmo         = 0
WeaponChannel      = 1


All the related files have been put in their appropriate folders for my side, so I'm not really sure what's going on. I've also triple checked my LUA to make sure nothing is going wrong there.

I used the default B1 battle droid ODF as a template, and replaced values as I needed to. Originally, the map wouldn't even load up all the way and would crash on the loading screen. I was able to overcome that hurdle by removing all the sections in my ODF related to Chunks.

Additionally, the map runs fine when Instant Action heroes are turned off. Thanks in advance for any help!
#3
Requests / Tactial or Super Tactical Droid
April 28, 2019, 11:56:12 AM
Does anyone happen to have, or have a link to, assets for a tactical/super tactical droid? I'm working on updating my Kashyyyk: Village map, and creating a hero to replace Count Dooku is the last step before I upload it.

For reference, see the picture linked: https://steamuserimages-a.akamaihd.net/ugc/840394753479608268/2623F185E92A9F6B9102502755DDF5239C94BD0A/:

#4
Hey guys, quick question from me today. So, I'm using OBG files to place capital ships with ease (credit Thrawn for his download and sharing his OBG files!) There's just one problem: I want the capital ship to face a different direction, but a normal rotation command causes each object to rotate individually, rather than as 1 unified piece.

I'm wondering how to make it so I can rotate all the pieces and they stay in their proper places. Thanks in advance!  :)
#5
SWBF1 Modding / Damage Over Time Weapon
May 10, 2018, 08:39:06 PM
Simple question today. I was wondering if it was possible to have a weapon deal damage over time (think Boba Fett's flamethrower in BF2,) and if so, how to do it. I'm looking to create a unit that can "poison" enemy troops with its rifle.

Thanks in advance for any help!
#6
SWBF1 Modding / Sun and Shadow Directions
January 08, 2018, 04:16:53 PM
Greetings! Bit of a noob question, but I've reading the tutorial here http://www.swbfgamers.com/index.php?topic=8418.0 on sky file editing, but I've been completely unable to get either the sun or the direction of the shadows to change at all in game. I've messed with the numbers under the SunInfo section of my Sky file, but even changing them extremely has no effect in game.

I'm just wondering if I'm just an idiot, or there is something else to this. Thanks!
#7
Requests / Map Testers Needed :)
December 28, 2017, 06:26:15 PM
(Not sure if this is in the right section. If not, please move it!  :P )

Greetings! I have currently finished putting on the final touches to the updated version of my Tatooine: Gulch map. I'm currently looking for people who would be interested in testing this map and providing feedback before I officially release it. I'm mostly just looking for suggestions, potential improvements, errors/bugs I may have missed, etc.

If you are interested, great! I have attached the file below this post. Feel free to either message me with your feedback,  or just leave your thoughts in this thread.

Thanks in advance,
-Asc.

EDIT:
Just to avoid bug/error reports I'm already aware of:
1. AT-TE and AT-AT I know are missing sounds. This has been an absolute nightmare for me to get working, and I fear if I waited to get it fixed, this would never be released.

UPDATE: I've finally figured out how to fix the sun and shadows issue, so yay! Unfortunately I'm still no closer to fixing the sound issues with the AT-TE and AT-AT. I think this a problem I'm just going to have to grit my teeth and deal with. Last call for recommendations before I send this bad boy off to be published!
#8
Released Assets / Naboo: Province Data Folder
December 28, 2017, 02:06:52 PM
Naboo: Province Data Folder

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1451

I really have no interest in updating this map again, as I have already done what I wanted to with it (there are minor changes, but not enough to justify another release.) So, I decided it to release it to the public. Enjoy guys!  :happy:
#10
SWBF1 Modding / BF Builder Pro Script Error
August 25, 2017, 08:44:57 AM
Hey guys, I've encountered a technical issue related to BF Builder Pro. Whenever I try to open up my Tatooine: Gulch map, I get the following error: (see attached image)

I find this odd because it was working just fine yesterday, and it doesn't do this with any of my other maps. If I go into regular Battlefront Builder I don't get the error.

Can someone explain what the error is, and how to fix it? It won't let me edit Gulch at all in BF Builder Pro.
#11
Requests / Venator with Two Hangars
July 21, 2017, 10:59:38 AM
Heya, just a small request today: Does anyone have, or would be willing to make, a Venator for swbf2 that has two hangars instead of just the 1? I might start working on a new Space map project soon, and would like to have this kind of ship model.
#12
SWBF1 Modding / Poor Asset Blending: What to do?
May 17, 2017, 03:22:51 PM
I had a gut feeling when I started this project I was going to run into this kind of issue. However I went ahead with it anyway and now i think I'm paying the price. In the pictures I've attached, I have an overview of the map project I'm working on. My problem comes from the poor blending of Rhen Var and Yavin building assets. I've done my best to keep them separate and away from each other to minimize the poor blending, but now its at the point where I have no choice but to mix them together. I hate how they mix, white and green, and I almost feel like it would be a crime and lazy to keep going as I am with this. It's really bothering me to the point of giving up on this project, but ultimately this project isn't just for me to play.

So I have a question for the community: What should I do here? I feel I have 3 options:

1. Keep going as I am (in other words, if you were to play this, the poor blending wouldn't bother you.)
2. Delete all of the problematic Rhen Var assets and rebuild those areas with Yavin assets (I'm perfectly find doing this. The project is still early.)
3. Re-texture the problematic Rhen Var assets to make it look better while keeping the level of building diversity. (This will be the most tedious, but I'm willing to do it.)

Pictures attached below. Feel free to leave your thoughts.
#13
SWBF1 Modding / Custom Death Text Issues
May 14, 2017, 02:02:14 PM
Hey guys, I've been following the tutorial here http://www.swbfgamers.com/index.php?topic=908.0 on how to add custom death messages to my mod, but whenever I do what the tutorial says, the game crashes when any of these new messages are called on.

For example, in my Localize tool I set it so the suicide message looked like this: %s JOINED THE VOID %s

However, whenever I kill myself in game, it crashes to desktop. Is there something I'm missing, or is my localize tool just broken?

On a side note, how would I set a custom death message for "Player Died"?
#14
Hello fellow battlefrontians. Today I come with a problem regarding the possibility of teams capturing command posts for their own team.

For example, in the default Kashyyyk maps Wookies are allied with the Republic/Rebels. If a wookie were to approach an enemy command post and capture it, it would go to the Republic/Rebels and not the wookies. I'm looking at changing this for a map I'm working on, so in this example the captured CP would go to the wookie team isntead.

Assuming its possible, I would like to also ensure that the Republic/Rebels couldn't retake this command post from the wookies, in this example.


My map is set up so the allied native team has their own command posts, however this present problems as any CP they capture will go to the playable team rather than themselves, and the playable team AI like to run over and capture the CP's of their native ally and remove them from the battle.

A couple things I've done to try and remedy these problems:
1. I've set the starting native CP's capture value to 0 for the allied playable team. This ensures they won't take it from their native ally, but if the enemy team manages to capture them, the allied playable team AI won't pursue those posts.

2. I tried setting the allied teams to Neutral for each other, and this ensures the native team can capture CP's for themselves, but it turns their CP's white when playing as the allied playable team (however I think is kind of cool-looking!) so it would be confusing for anyone playing this map. Also, it doesn't stop the allied playable team from taking the command posts captured by the natives.


As always, help with this issue is appreciated :)
#15
SWBF1 Modding / Side Modding Clarification
April 25, 2017, 05:13:39 PM
Okay, so today I was working on a custom unit and I imported a stock rebel soldier to my custom and only changed the .msh and .tgas the unit uses. I completely forgot to change around the weapons, and ofc I didn't import the .tga's, ODF's, or .msh's for the associated stock weapons. I cleaned, munged, and boom. My unit was in the game with the stock weapons, but I didn't add any weapons to my side folder.

This surprised me, because I was under the impression you need to import EVERYTHING the ODF file calls for. So I'm curious: If an ODF calls on a stock .msh, .odf or .tga, do you not need to import those? Because I feel like I've been doing side modding wrong all along  :blink:
#16
SWBF1 Modding / SWBF2 Wookie Dreads
April 22, 2017, 01:53:46 PM
Hey all. I'm trying to figure out how to get the wookiee  dreads from battlefront 2 to work in battlefront 1.

I've been able to copy the textures onto a stock bf1 wookiee model, but whenever I add the code for the dreads the game crashes when I try to start the map. The wookiee works fine without the code for the dreads (but the dreads are missing so he looks kind of funny.)

Are the dreadlocks just not compatible with swbf1, or do I need to do something special? So far I've just copy-pasted code and changed what textures the model uses.
#17
SWBF1 Modding / Multi-Grenade Launcher
April 06, 2017, 03:16:32 PM
Really quick thing here. I'm trying to get the standard Imperial mortal launcher used by the pilot to launch multiple mortars at once. However, I've had no luck. I've sifted through the ODF's for the blast cannons and the CIS's tri-shot, but after copying various bits and pieces of the code, have come up empty-handed.

Here's my ODF:
[WeaponClass]
ClassLabel = "grenade"

[Properties]
GeometryName = "com_weap_inf_torpedo"
HighResGeometry    = "com_1st_weap_inf_torpedo"

IconTexture = "HUD_all_lascannon_icon"

Discharge = "small_smoke_effect"
MuzzleFlash = "med_muzzle_flash"

FlashColor = "255 130 20 255"
FlashLength = "0.025"
FlashLightColor = "255 220 120 175"

RoundsPerClip = "8"
ReloadTime = "2.25"
HeatRecoverRate = "0.15"
HeatThreshold = "0.3"
HideOnFire              = "0"

ZoomMin = "2.0"
ZoomMax = "2.0"
ZoomRate = "0.0"

AnimationBank = "rifle"

FireSound        = "imp_weap_inf_mortar_launcher_fire"
ReloadSound      = "imp_weap_inf_reload_med"
ChangeModeSound     = "imp_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "imp_weap_inf_equip_med"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound    = ""
ClankRightRunSound  = ""
JumpSound              = "imp_weap_inf_rifle_mvt_jump"
LandSound            = "imp_weap_inf_rifle_mvt_land"
RollSound            = "imp_weap_inf_rifle_mvt_roll"
ProneSound          = "imp_weap_inf_rifle_mvt_squat"
SquatSound          = "imp_weap_inf_rifle_mvt_lie"
StandSound          = "imp_weap_inf_rifle_mvt_getup"

ModeTexture = "HUD_weap_impact"
ReticuleTexture = "reticule_rocket"
OrdnanceName = "imp_weap_inf_mortar_launcher_ord1"

MaxPressedTime = "0.75"
TriggerSingle = "1"
ShotDelay = "1.5"
//HeatPerShot = "0.5"

ShotElevate = "0.1"
PitchSpread = "2.0"
YawSpread = "4.0"

SpreadPerShot = "1.1"
SpreadRecoverRate = "4.8"
SpreadThreshold = "1.6"
SpreadLimit = "6.0"

StandStillSpread = "0.0"
StandMoveSpread = "0.0"
CrouchStillSpread = "0.0"
CrouchMoveSpread = "0.0"
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

ExtremeRange = "64.0"
LockOnRange = "0.0"
LockTime = "0.0"
AutoAimSize = "1.0"

MinRange = "10"
OptimalRange = "32"
MaxRange = "48"

ExtremeRange = "48"

SalvoCount = "1"
ShotsPerSalvo = "4"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "1"
TargetBuilding = "1"

ChargeRateLight         = "1.0"
MaxChargeStrengthLight  = "1.0"
ChargeDelayLight        = "0.1"
ChargeRateHeavy         = "1.0"
MaxChargeStrengthHeavy  = "0.5"
ChargeDelayHeavy        = "0.75"

RecoilLengthHeavy       = "1.0"
RecoilStrengthHeavy     = "1"
RecoilDecayHeavy        = ".75"

NextCharge = 0.9
OrdnanceName = "imp_weap_inf_mortar_launcher_ord"


I feel like the solution is really simple, and I'm going to look like an idiot when its revealed  :blink: Thanks in advance!
#18
Requests / Voreclaw
April 03, 2017, 02:12:14 PM
Hello! Quick question here if anybody has, or anybody is willing to make, a model similar to the Voreclaw encountered on Nathema in SWTOR (I have attached an image of what I'm talking about.) I'm currently working on a Nathema map and would like to have these, or something very similar, included as a native faction.

Thanks in advance  :)

#19
Requests / Pirate Spaceships
January 13, 2017, 12:46:39 PM
Hey guys, I recently got to playing Abraxas platform by Maveritchell, a space battle mod that pits a pirate faction against the Empire. This has inspired me to create my own space map with pirates :P

However, before this project can begin, I need help with a few things:

1. Fighters. I don't have any fighters that I could use for the pirates that would actually make sense. Does anyone know any good models (hopefully already in MSH and TGA format?) Z-95, Pirate Fighter from EaW, etc.?

2. Capital ship/Space Station/Frigate. I don't have any good things for this either. Any reccomendations?

I already have the units sorted out, so we're good there. I look forward to hearing your suggestions!
#20
General bit of curiosity here, but how often do you, as a modder, play your own mods after they're completed and published? For me, I play mine quite a bit. Probably more often than I do for others' mods, and even more than stock content.

Just a bit curious about others' habits :P