Well the title pretty much says it all, how do you use a AddON MSH? Do you need XSI? The reason I ask is because I'd like a clone with a antenna like this one http://gametoast.com/forums/viewtopic.php?f=64&t=20927 But don't know how to add it D: Please help!
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#21
Star Wars Battlefront (2004 Original) / How do you use a AddOn MSH?
August 27, 2012, 12:12:35 PM #22
Star Wars Battlefront (2004 Original) / Does any one know where I can find
August 21, 2012, 10:04:44 PM
Does any one know where I can find a AT RT driver? I've spent days looking through game toasts' models and have not found any working links Can any one help me please?
#23
Star Wars Battlefront (2004 Original) / How to make maps without BF Builder Tutorial
August 14, 2012, 01:59:15 PM
Hey so me and my friend can't seem to get bf builder to work, we both get errors, I've asked before and tried to figure my error out but I never have been able to. So I was wondering if any one could make a tutorial on how to make a map without using BfBuilder or BFBuilder Pro. I'd much appreciate it, Thank you.
#24
Star Wars Battlefront (2004 Original) / All.lvl crashing help
August 07, 2012, 03:46:34 PM
Hey! So I'm making a Rebel side skin and I don't usually do All.lvl and it keeps crashing, I was wondering if you guys could see any problems in my .ODF?
GameObjectClass]
ClassLabel = "soldier"
GeometryName = "neyo.msh"
[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"
Label = "Rebel Scout"
UnitType = "Scout"
IconTexture = "all_spy_icon"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "rep_inf_comdrneyo"
AnimationName = "all_inf_snowtrooper"
FirstPerson = "all\allhthmk;all_1st_hothmarksperson"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
GeometryLowRes = "all_inf_marksperson_snow_low1"
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"
GameObjectClass]
ClassLabel = "soldier"
GeometryName = "neyo.msh"
[Properties]
FootWaterSplashEffect = "watersplash_sm"
WaterSplashEffect = "watersplash_md"
WakeWaterSplashEffect = "watersplash_wade"
Label = "Rebel Scout"
UnitType = "Scout"
IconTexture = "all_spy_icon"
MapTexture = "troop_icon"
MapScale = 1.4
GeometryName = "rep_inf_comdrneyo"
AnimationName = "all_inf_snowtrooper"
FirstPerson = "all\allhthmk;all_1st_hothmarksperson"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
GeometryLowRes = "all_inf_marksperson_snow_low1"
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"
#25
Star Wars Battlefront (2004 Original) / How to skin Taun Tauns, and naboo horses
August 01, 2012, 10:10:20 AM
How do I skin the TAUN TAUNS, and the horse things on Naboo Plains? Any help is much appreciated!
#26
Star Wars Battlefront (2004 Original) / SWBF1 Fatal Error
July 26, 2012, 02:11:54 PM
When ever I try to run SWBF1 It has a fatal error, it also happens when I try to run SWBF2, can any one help me? Should I un-install my games? Thank you!
#27
Star Wars Battlefront (2004 Original) / Skeleton names.
July 24, 2012, 08:51:49 PM
Hey I'm trying to make a CIS pilot look like a a rebel vanguard, and I need the name of a human skeleton because this CIS skeleton is making the troop rather ugly, Can any one help me with the name?
#28
SWBF1 Modding / Making more then one skin for the same model in one side problem
July 22, 2012, 12:43:11 PM
Hey I was wondering if any one knew what I am doing wrong when I am attempting to have more then one skin for the same model in the same side, I used Snake's tutorial http://thesnakesite.webs.com/apps/forums/topics/show/7618488-snake-s-tutorial-on-making-multiple-skins-of-one-model
I rename all my files rep_inf_ep3slooper replacing "tr" with "sl" then I open rep_inf_ep3slooper.msh with a hex editor and search for "tga" one result is found and I rename "rep_inf_ep3trooper.tga" "rep_inf_ep3slooper.tga" in my hex editor, then change the tga to what I want it and munge. But when I get in game it's the same as the other model. Any one have any guess at what I'm doing wrong? Thanks a ton been trying to figure this out for days.
I rename all my files rep_inf_ep3slooper replacing "tr" with "sl" then I open rep_inf_ep3slooper.msh with a hex editor and search for "tga" one result is found and I rename "rep_inf_ep3trooper.tga" "rep_inf_ep3slooper.tga" in my hex editor, then change the tga to what I want it and munge. But when I get in game it's the same as the other model. Any one have any guess at what I'm doing wrong? Thanks a ton been trying to figure this out for days.
#29
Star Wars Battlefront (2004 Original) / Lowres?
July 19, 2012, 07:48:22 AM
Hey I was wondering if we could some how change the default thing on SWBF1 That makes units go flat like paper? Since SWBF2 Does not have this issue maybe there is some way to stop it, just asking it's really annoying, and my friend said it might be able to be done since it was just put on to stop computer from overloading, any way thanks!
#30
Star Wars Battlefront (2004 Original) / SWBF Nickchanger
July 09, 2012, 02:43:08 PM
Well my swbf nick changer name won't work in-game, I have re-downloaded it many times, but it won't show, appreciate any help people can give I appreciate!
#31
Star Wars Battlefront (2004 Original) / Zero Edditer without BFBuilder
June 24, 2012, 12:33:32 PM
Hey, I really need to edit Dune Sea to have more speeders using zero edit by tommarow, but I can't figure out how to do this without BFBuilder. Can any one help explain? Thank you!
#32
SWBF1 Modding / Speeder Bikes on Dune Sea
May 28, 2012, 08:31:06 PM
Hey, I understand you can put bikes and tanks more precisely in a map using Zero Edit. I'm bad at zero edit so I don't really understand but, I was wondering if some one was interesting in making it so that Tatooine: Dune Sea had 8 speeder bikes, 2 STAPs, and 4, tanks and, 1 plane. I think a lot of people would like this mod for speeder bike racing competitions, but if no one wants to do it I understand, thanks for reading.
#33
Star Wars Battlefront (2004 Original) / Mission.IvI Won't change
May 27, 2012, 02:34:40 PM
Hey has any one else had this problem I keep trying to change my Mission.lvl, but the server doesn't change the way it acts. This is the mission text:
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(REP, "orange", "level.tat1.objectives.1");
AddMissionObjective(REP, "red", "level.tat1.objectives.2");
AddMissionObjective(CIS, "orange", "level.tat1.objectives.1");
AddMissionObjective(CIS, "red", "level.tat1.objectives.2");
SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
ReadDataFile("sound\\tat.lvl;tat1cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_jedifighter",
"rep_hover_speederbike",
"rep_hover_fightertank",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter",
"cis_hover_aat",
"cis_hover_stap",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider");
SetAttackingTeam(ATT);
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_arc_trooper",3)
AddUnitClass(REP, "rep_inf_clone_pilot",4)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
-- CIS Stats
SetTeamName(CIS, "CIS");
SetTeamIcon(CIS, "cis_icon");
AddUnitClass(CIS, "tat_inf_tuskenhunter",11)
AddUnitClass(CIS, "tat_inf_tuskenraidert",3)
AddUnitClass(CIS, "tat_inf_tuskenraider",4)
AddUnitClass(CIS, "tat_inf_tuskenhunter",4)
AddUnitClass(CIS, "tat_inf_tuskenhunter",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 0)
SetReinforcementCount(ATT, 250)
-- Defender Stats
SetUnitCount(DEF, 0)
SetReinforcementCount(DEF, 250)
-- Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "tat_inf_tuskenhunter", 5);
AddUnitClass(3, "tat_inf_tuskenhunter", 2);
SetUnitCount(3, 40)
-- Level Stats
ClearWalkers()
AddWalkerType(0,
SetMemoryPoolSize("EntityHover", 16)
SetMemoryPoolSize("EntityFlyer", 0)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat1.lvl")
SetDenseEnvironment("false")
AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatcw_music");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\tat.lvl", "tat1_emt");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
SetOutOfBoundsVoiceOver(1, "Repleaving");
SetOutOfBoundsVoiceOver(2, "Cisleaving");
SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_tat_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end", 2,1);
SetVictoryMusic(REP, "rep_tat_amb_victory");
SetDefeatMusic (REP, "rep_tat_amb_defeat");
SetVictoryMusic(CIS, "cis_tat_amb_victory");
SetDefeatMusic (CIS, "cis_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
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");
SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training
-- Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Republic Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(REP, "orange", "level.tat1.objectives.1");
AddMissionObjective(REP, "red", "level.tat1.objectives.2");
AddMissionObjective(CIS, "orange", "level.tat1.objectives.1");
AddMissionObjective(CIS, "red", "level.tat1.objectives.2");
SetTeamAggressiveness(REP, 0.95)
SetTeamAggressiveness(CIS, 0.95)
ReadDataFile("sound\\tat.lvl;tat1cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_jedifighter",
"rep_hover_speederbike",
"rep_hover_fightertank",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu");
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter",
"cis_hover_aat",
"cis_hover_stap",
"cis_inf_basic",
"cis_inf_countdooku",
"cis_inf_droideka");
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider");
SetAttackingTeam(ATT);
-- Republic Stats
SetTeamName(REP, "Republic");
SetTeamIcon(REP, "rep_icon");
AddUnitClass(REP, "rep_inf_clone_trooper",11)
AddUnitClass(REP, "rep_inf_arc_trooper",3)
AddUnitClass(REP, "rep_inf_clone_pilot",4)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
AddUnitClass(REP, "rep_inf_jet_trooper",3)
SetHeroClass(REP, "rep_inf_macewindu")
-- CIS Stats
SetTeamName(CIS, "CIS");
SetTeamIcon(CIS, "cis_icon");
AddUnitClass(CIS, "tat_inf_tuskenhunter",11)
AddUnitClass(CIS, "tat_inf_tuskenraidert",3)
AddUnitClass(CIS, "tat_inf_tuskenraider",4)
AddUnitClass(CIS, "tat_inf_tuskenhunter",4)
AddUnitClass(CIS, "tat_inf_tuskenhunter",3)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 0)
SetReinforcementCount(ATT, 250)
-- Defender Stats
SetUnitCount(DEF, 0)
SetReinforcementCount(DEF, 250)
-- Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "tat_inf_tuskenhunter", 5);
AddUnitClass(3, "tat_inf_tuskenhunter", 2);
SetUnitCount(3, 40)
-- Level Stats
ClearWalkers()
AddWalkerType(0,
SetMemoryPoolSize("EntityHover", 16)
SetMemoryPoolSize("EntityFlyer", 0)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("Obstacle", 725)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat1.lvl")
SetDenseEnvironment("false")
AddDeathRegion("Sarlac01")
SetMaxFlyHeight(90)
SetMaxPlayerFlyHeight(90)
-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatcw_music");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\tat.lvl", "tat1");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\tat.lvl", "tat1_emt");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
SetOutOfBoundsVoiceOver(1, "Repleaving");
SetOutOfBoundsVoiceOver(2, "Cisleaving");
SetAmbientMusic(REP, 1.0, "rep_tat_amb_start", 0,1);
SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
SetAmbientMusic(REP, 0.1,"rep_tat_amb_end", 2,1);
SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start", 0,1);
SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end", 2,1);
SetVictoryMusic(REP, "rep_tat_amb_victory");
SetDefeatMusic (REP, "rep_tat_amb_defeat");
SetVictoryMusic(CIS, "cis_tat_amb_victory");
SetDefeatMusic (CIS, "cis_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
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");
SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "CIS_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training
-- Camera Stats
--Tat 1 - Dune Sea
--Crawler
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
--Homestead
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
--Sarlac Pit
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
end
#34
Star Wars Battlefront (2004 Original) / How to...ticket bleed, no vehicles, no cap cps
May 23, 2012, 09:52:51 PM
It seems like a good idea if you guys could be nice and tell me how to make a Tatooine: Dune Sea server where the reinforcements don't bleed and CPs aren't captureable, I'd appreciate any info on how to do this, I'd also like to mod it so the only vehicles that are around our speeder bikes, but that is not very important. I would extremely be appreciative on info on how to do this, it would make a very awesome game server also, thanks a ton!
#35
SWBF1 Modding / Unit Idea.
May 02, 2012, 02:40:37 PM
Hi, my friend thought it would be cool to make this type of troop for SWBFI
http://www.mediafire.com/imageview.php?quickkey=tg246cc3zf0256e
I think it would be cool if any one was interested in making this, seems like it would be doable if you some how added a skirt to a phase II trooper, use the bag thing on the SWBFII Sniper to string across his chest. And use the thing from ggctuk2005's BF2 compatible unit assets on the Unit commander that goes from his chin to his belt.
This probably isn't doable or realistic, thanks for reading. We could even make a commander version with two holstered guns.
http://www.mediafire.com/imageview.php?quickkey=tg246cc3zf0256e
I think it would be cool if any one was interested in making this, seems like it would be doable if you some how added a skirt to a phase II trooper, use the bag thing on the SWBFII Sniper to string across his chest. And use the thing from ggctuk2005's BF2 compatible unit assets on the Unit commander that goes from his chin to his belt.
This probably isn't doable or realistic, thanks for reading. We could even make a commander version with two holstered guns.
#36
Star Wars Battlefront (2004 Original) / Is it possible to..
April 30, 2012, 09:18:03 AM
Is it possible to make mod maps without BFBuilder? My computer seemingly hates BFBuilder but my Zero Edit works fine, I was wondering if I could make mod maps with just zeroedit? Thanks!
#37
Star Wars Battlefront (2004 Original) / Pay for servers.
April 24, 2012, 09:52:19 PM
Hi! I was wondering who, and where do you pay for a server, I'd appreciate help on this subject thanks!
#38
SWBF1 Modding / Question:Unlimited Jet - Invincible Vehicles - More Vehicles
April 19, 2012, 10:51:33 PM
Hello every one! I have 4 Questions:
How do I do unlimited jet? Bamdur's link is broken.
How do I do a invincible AT ET? When ever I use Keenmike's mod with invincible setting at Rhen Var harbor to play in the mountains the AT ET dies. This makes getting back up the mountains very strenuous and cumbersome.
How do I edit the death zones for Rhen Var harbor? I know keenmike made a download but I would like to combine this with the other mods.
Is it possible to Decrease/increase the number of vehicles on a certain map without making it a mandatory download to play?
Sorry for so many questions, but they all seemed related, and I didn't want to make 4 posts, Thanks for the help.
How do I do unlimited jet? Bamdur's link is broken.
How do I do a invincible AT ET? When ever I use Keenmike's mod with invincible setting at Rhen Var harbor to play in the mountains the AT ET dies. This makes getting back up the mountains very strenuous and cumbersome.
How do I edit the death zones for Rhen Var harbor? I know keenmike made a download but I would like to combine this with the other mods.
Is it possible to Decrease/increase the number of vehicles on a certain map without making it a mandatory download to play?
Sorry for so many questions, but they all seemed related, and I didn't want to make 4 posts, Thanks for the help.
#39
Star Wars Battlefront (2004 Original) / Jet Droids Assets.
April 13, 2012, 08:38:30 AM
Does any one know where I can find the assets for the Jet Droids mod? I would really like to edit the TGA files for them because I thought of a idea, I'll give who ever made them all the credit. Thanks for the help.
#40
Requests / Tirpider's Hex-Crafting Request Thread
April 10, 2012, 09:34:00 PM
Hey I would like to make a Phaze II trooper clone trooper with a TIE PILOT chest rig that connects tubes to his helmet, with a jet pack. Is there any conceivable way to do this? I'd extremely appreciate any help you guys cna give me. Thanks!