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Messages - SleepKiller

#1861
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 11, 2011, 10:42:32 PM
Okay SWBF1 LUA is extremly limiting so anything complex like server/client comunications is handle by the EXE.
#1862
SWBF1 Modding / Re: Questions I Would Ask BattleBelk
October 11, 2011, 09:00:58 PM
What is the point of this thread?   :confused: Why post this list of questions that you would ask a person who for all we know could be dead?

And serveral of these are easily awnsered such as.

• What file contains the code that decides what modifications are and are not online compatible (client crashing)?
The main EXE will.

Just use logic and poke around the munged files yourself and you will get your awnsers.
#1863
Quote from: Xfire Keenmike aka          cull on October 04, 2011, 10:53:43 PM
What do you guys thing?
If a flag has properties just like a vehicle so that when you chose to enter the vehicle the mesh model is you and the flag. The animations for the vehicle flag and you could be running around animations. One more thing the vehicle should have 32 or more slots so that when you and the flag are killed the deaths are many to alter the score by much. The ais would have to be programed so that 32 look to enter the vehicle. The fire power of the vehicle should be same as regular pistol and rockets of such as the regular troops so that it is similar battle in a vehicle or out of it. Also, when a vehicle is destroyed a new one spawns quickly in an assigned place. Maybe the vehicle could be tauntaun just to test the game play to see how it feels. One tauntaun and everyone runs to get it and capture cps. I want to test but have to work here at work. Will last few nights.

Like I said I tested it. And it should work but it would be a cheap version of CTF.
#1864
Quote from: Buckler on October 02, 2011, 03:13:15 AM
It would also be a great benefit if you could make a starter tutorial (or point us to some) that explains how
to use SWBF2 scripts in SWBF.    ;)
Maybe if I get the time. But hers what you basicly need to do.

Make a new project find the addme.lua file copy and paste a shell script in their you think would be useful in SWBF1 press munge listen to the complaints the munger says and fix them. Then install the project and run SWBF. And see what happens. (More detailed one may be coming when my brain starts working properly again.)
Quote from: jdee-barc on October 02, 2011, 08:02:44 AM
Are you releasing scripts or munged files?
Munged at first with a possibility of source files later on.
#1865
Yes I've fiddled around with that and I can say that theoaticly it is possible (However differcult) to make CTF a SWBF1 gamemode.
#1866
I'm considering making a Game Mode Extension for SWBF so I was wondering if people would be interested in it.

Game modes would include.
Team Deathmatch
Deathmatch
And more.
#1867
Yes this command ScriptCB_DoFile is used to load a script into SWBF1 memory and then execute it. So for instance if you had a whole binch of default values that did not varrie from map to map you could put them in a differant LUA file and just tell the game to load up that LUA file instead of putting the commands in the mission script.
#1868
No I have not due to the fact most of my LUA expirments work from converting a SWBFII to a SWBFI LUA script. (Not as easy as you would think.) And SWBFII's Spawn Script crashes SWBFI no matter how you modify it. A work around could be to put a command at the start of a mission script telling it to read a new LUA file that rewrites the default interface for the spawn screen.( Don't know if that would work it is a possibility.)
But you see the LUA commands there are alot of them, but not one referances anything to altering the spawn screen.
#1869
Okay heres how it works.

shell.lvl controls: The Pre-InGame interface nothing in shell.lvl is loaded once in a battle. Shell also handles campaigns and Galatic Conquests.

common.lvl handles everything In-battle i.e the spawn script. However LUA in SWBF1 is mainly used for inerface coding few things to do with gameplay can be changed by it.

Bottom line you can get a sixth button to appear but it will not be fuctional.
#1870
Requests / Re: remaining Swbf 2 maps
September 29, 2011, 02:20:18 AM
The authors never released the sources to these maps and once again it is hard as to convert a SWBFII so with out their sources you will find few willing to re-convert and put vehciles in those maps.
#1871
Requests / Re: battlebelk's glass shell builder?
September 29, 2011, 02:19:02 AM
It is a hard coded value in the EXE for 5 slots what he did was he made a Sixth button appear through poking around common.lvl scripts(Compiled LUA). both him and pysch0fred have been seen to do the same thing.
#1872
Requests / Re: remaining Swbf 2 maps
September 27, 2011, 05:15:50 PM
That would just lead to collision problems as well. :/
#1873
Requests / Re: remaining Swbf 2 maps
September 27, 2011, 01:50:36 PM
Yeah converting maps requires a lot of time and knowlage with Zero Editor and Hex Editing. And Tantive Iv collision problems steam from tthe fact SWBF1 can not handle such a big models with so many collision points.
#1874
Tech Support / Re: Battlefront (Nick) On 64bit Os?
September 25, 2011, 02:44:36 PM
It worked for me and I'm running 64 Bit. I think you need to give it administrative privs.
#1875
SWBF1 Modding / Re: Sniper-train-Mod
September 25, 2011, 02:02:50 AM
You see the button labeled Change below Active layer, click that go through the other layers to make sure there are no more regions in them.