Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Giftheck

#2266
Quote from: Napseeker on November 03, 2009, 09:27:53 AM
Sexternal?  Hey, this is not that kind of a map :P  Hmmm, that's kind of concerning that the game crashed!!!  Can you tell me which fighter you were piloting?  I'll just double check to make sure there are no problems with the ODF for the ship and its weapons.  I never once had a crash during my private testing so I want to make sure I didn't overlook something in my tests.

Has anyone gotten a chance to try this in multiplayer yet?  Am wondering if the lag is too great for it to allow multiple gamers.   It'd be tough to cut out the polygons on this map though, the biggest drag on framerates are the hangars themselves it seems.

Uh, I didn't write that, honest! :P

Well, I was piloting the Droid Fighter, everything was going fine, the missiles were working, then the two cap ships began firing at each other and I think it just got overloaded... there's only so many explosion effects the BF1 exe can handle.
#2267
I loved it! Of course, I had a CTD when firing missiles at the ship's external systems but that's because I believe the two ships were crossfiring at the moment.
#2268
SWBF1 Modding Tutorials / Re: Basic ODF Editing
November 03, 2009, 09:13:47 AM
Here's my Mace Windu ODF to give you a rough guide.

[GameObjectClass]
ClassLabel = "soldier"
GeometryName = "rep_inf_macewindu.msh"

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

UnitType = "assault"
MapTexture = "troop_icon"
MapScale = 1.4

GeometryName = "rep_inf_macewindu"
GeometryLowRes = "rep_inf_macewindu_low1"

AnimationName = "all_inf_snowtrooper"

JetJump = "21.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetEffect = ""
JetFuelRechargeRate = "0.1" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.5" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.49" //minimum fuel to perform a jet jump(fuel is 0 to 1)

CollisionScale = "0.0 0.0 0.0"

WingModel     = "gen_wings"

HealthType = "person"
MaxHealth = 1200.0
AddHealth = 60.0

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

WeaponName1 = "rep_weap_lightsaber"
WeaponAmmo1 = 0
WeaponName2 = "rep_weap_inf_forcepush"
WeaponAmmo2 = 0
WeaponChannel2 = 1
WeaponName3 = "rep_weap_inf_forcepull"
WeaponAmmo3 = 0
WeaponChannel3 = 1

AimFactorPostureSpecial = 50
AimFactorPostureStand = 100
AimFactorPostureCrouch = 140
AimFactorPostureProne = 160
AimFactorStrafe = 60
AimFactorMove = 70



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"

AimValue = "1.0"

HurtSound                = ""
DeathSound              = ""
AcquiredTargetSound      = ""
HidingSound              = ""
//ApproachingTargetSound = ""
FleeSound               = ""
PreparingForDamageSound = ""
HeardEnemySound         = ""
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = "com_inf_saber_ambient"
LowHealthThreshold      = "1.1"
FoleyFXClass            = "rep_inf_soldier"

NoEnterVehicles = 1

AISizeType = "SOLDIER"

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.20
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.05
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.0
#2269
SWBF1 Modding / Re: Main Play Mod 6.5
November 03, 2009, 09:11:18 AM
Actually, I was thinking of doing that, but the Death Star Engineer would be the Pilot only, rather than the other troopers.
#2270
SWBF1 Modding Tutorials / Re: Basic ODF Editing
November 02, 2009, 01:38:47 PM
Force animations are grouped together with the lightsaber animations.
#2271
SWBF1 Modding Tutorials / Re: Basic ODF Editing
November 02, 2009, 03:08:56 AM
Well, heroes usually have their force powers, but they're commented out.
#2272
Ah, don't worry XD I rarely use it nowadays either.
#2273
Are that many people really on Rapidshare, or is it just this file? I have NEVER seen Rapidshare come up with no-free-slots before, and I've been using it to download for three years now.
#2274
Wait a moment, I just got a no free user slots left message on Rapidshare.
#2275
SWBF1 Modding / Re: Main Play Mod 6.5
November 01, 2009, 09:30:17 AM
Sorry, Keenmike, I like the sides setup I have used in the MPM since the start.
#2276
SWBF1 Modding / Re: Main Play Mod 6.5
October 31, 2009, 09:55:19 AM
Not FileFront, Star Wars Battlefront Files. Look under Mods. If you get lost, go into the MPM page, and click my username there.
#2277
I have no idea what that has to do with the Main Play Mod.

Right, I've begun converting a few of BF1's maps to go into the Main Play Mod. So far, I'm only going to do the ones which were included in the XBox DLC (Bespin: Cloud City, Rhen Var: Harbour, Rhen Var: Citadel and Yavin 4: Arena). I would have also liked to have Kit Fisto as well, but there's never been a BF2 release for Kit as far as I can tell. It will also have all modes from the XBox DLC too.

I'm hoping somebody could model the Shadow Guard's Lightsaber Pike for use in BF2, this way I don't have to have the Force Pike for the Shadow Guard (which, incidentally, keeps crashing the game).
#2278
SWBF1 Modding / Re: Main Play Mod 6.5
October 29, 2009, 04:07:19 PM
They're on SWBF Files. Check my profile there.

Don't worry, I intend on finishing this, it just may not be until after V1 of MPM2 is released.
#2279
What do you mean by that? The Main Play Mod is the name of both my mods for BF1 and BF2.
#2280
Quote from: UNIT33 on October 29, 2009, 08:16:37 AM
I'll be sad to see you leave SWBF1 behind, nevertheless
I'm sure with your skills you will conjure some amazing stuff with SWBF2.
Good luck.

I won't be leaving SWBF for good, mind, I'll still be modding it, but there was a point where the Main Play Mod's ideas just grew too big for BF1. Some ideas will be put into a 6.5 version of the MPM for BF1.