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Messages - wsa30h

#46
SWBF1 Modding / Re: Local Vechicles
September 17, 2021, 03:06:42 PM
glad to help.
#47
SWBF1 Modding / Re: Local Vechicles
September 16, 2021, 02:16:49 AM
actually if he sets the the team to be called imp rep all or cis in his lua and then copies classalliance class empire class cis classrepublic into the com_bldg_controlzone then he can have team 3 or any team number have vehicles provided he set them as the name of a main faction. he must also match the number of said team that was put into the lua so if team 3 is called empire set the cp to team 3 in zero editor. the cp will be red however with the empires logo. for team 3 he can just  used the locals field and keep the other one reserved for team 4.
#48
SWBF1 Modding / Re: Local Vechicles
September 15, 2021, 03:20:05 AM
refer here if you are looking for 4 team conquest http://www.swbfgamers.com/index.php?topic=13757.0
#49
ok as you wish.
#50
SWBF1 Modding Tutorials / Re: New Screens through Addon
September 10, 2021, 01:41:02 PM
i dont know what am doing wrong but no matter what i do it doesent work for me. i followed the tutorial by copying the piece of code here. then copying the respective sections from ifs sp into the addme but i still get a stack overflow. stack traceback:
   1:  function `origMovieTrans' [(none)]
   2:  function `origMovieTrans' [(none)]
   3:  function `origMovieTrans' [(none)]
   4:  function `origMovieTrans' [(none)]
   5:  function `origMovieTrans' [(none)]
   6:  function `origMovieTrans' [(none)]
   7:  function `origMovieTrans' [(none)]
   8:  function `origMovieTrans' [(none)]
   9:  function `origMovieTrans' [(none)]
  10:  function `origMovieTrans' [(none)]
  11:  function `origMovieTrans' [(none)]
       ...
 122:  function `origMovieTrans' [(none)]
 123:  function `origMovieTrans' [(none)]
 124:  function `origMovieTrans' [(none)]
 125:  function `origMovieTrans' [(none)]
 126:  function `origMovieTrans' [(none)]
 127:  function `origMovieTrans' [(none)]
 128:  function `origMovieTrans' [(none)]
 129:  function `origMovieTrans' [(none)]
 130:  function `ifs_movietrans_PushScreen' [(none)]
 131:  function <23:(none)>
#51
wait what do you mean all new maps dont show up ?
#52
SWBF1 Modding / Re: EXE Memory Pool hacking
August 30, 2021, 11:50:57 AM
theres also the fact that we dont have the source and sadly probably never will. the best thing to do in my opinion is to mod both bf1 and bf2 that way you get the best of both worlds.
#53
i have been using the same method for over a year it does appear to work great for models that are i the right poly range for bf1 but have no lowrez counterpart.
#54
vote for 15 of your favorite maps the 15 winners will be implemented in the bf1 seasons mod.
#55
yes easy enough to get working wish we could get the 1.3 beta patch to work without disc. if anyone knows how please pm me here or on discord in the gt server.
#56
Released Maps and Mods / Re: Ranen: Platforms (4.0)
August 24, 2021, 04:34:15 AM
i do not know why bf2 sometimes does that but i do have a new mod coming called bf1 seasons mod. then after that i want to make a bf2 expanded edition.
#57
Released Maps and Mods / Re: Ranen: Platforms (4.0)
August 20, 2021, 02:46:30 PM
very well i look forward to seeing it in bf2. also will you convert your geonosis map too ?
#58
Released Maps and Mods / Re: Ranen: Platforms (4.0)
August 20, 2021, 02:25:55 AM
this is a great map should be put into bf2 i can do that if you want also when i get back to xbox bf1 this would be a nice map to have.
#60
am not too sure i dont mod bf2 but on gametoast the bf2 modders will help you.