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Messages - Dark_Phantom

#1051
SWBF1 Modding / Re: Water question
April 10, 2013, 09:28:20 AM
The reason I said no effect region is because I only wanted 1 unit to be able to survive (like a "Marine" unit for each team).  I am going to use an AddHealth though if nothing else works.
#1052
SWBF1 Modding / Water question
April 10, 2013, 07:30:37 AM
I have a question(s) about water for a level I'm doing:
Is there an .odf command for one unit to make the unit stay undamaged in water?  I know that there are commands for droideka to take a lot of damage (but I tried them and even tried without "upright" and such).  No, I don't want to use an AddHealth or Effect region if possible.
Also, is there any weapon that can fire underwater?  I know if the flamethrower glitches just right you can, but I don't know about melee weapons.
#1053
Well, my players were more from 1.0 and just faded away:

{WAR}ldr.Crazy - joined his clan after I came back from a 2 year BF absence, and he and the rest of the small but skilled clan befriended me.  One by one the whole clan disappeared until I was the only one left, and then joined BOB which I am still in (more of a community now with most of us just keeping in touch and playing sparsely)

Tiger - Better friend than player, was in a couple different clans, tried bringing WUSI back to 1.0 at one point in time.  Still played once in a great while, haven't heard from him since the GS shutdown.

There are many more, I just need to get a list together.
#1054
SWBF1 Modding / Re: Unit Limit in Locals?
April 06, 2013, 03:40:17 PM
Those .lua scripts were nice to have an opportunity to try to reconstruct, as I now understand .lua much better than I did before.  I had almost all the Galactic Conquest scripts and missionlist and other scripts redone, but as far as getting all scripts done would have been next to impossible.  I stared at some of the common scripts for hours and tried and tried to get them to work, all with crashes.
Maybe we should hire a professional programmer to help us with editing the executable.
Also, nobody mentioned "Hey, we could get the PS2 spawn screen in PC with source code!"
#1055
SWBF1 Modding / Re: Unit Limit in Locals?
April 05, 2013, 08:36:37 PM
Interestingly enough, the game does not crash.  I placed 8 "AddUnitClass" lines and the game didn't crash and they all spawned fine.  The limit must only be defined with teams 1 and 2.
If only there was some way to switch to team 3 ingame, because then the extra slots could be used.  Although the only way to do that (that I can see) is have the source code (always comes back to that  :dry: ).  Tried switching team 1 to 3 and it wants to find 1  :td:
#1056
SWBF1 Modding / Re: [HELP]Turret Dispenser
April 05, 2013, 04:46:09 PM
Quote from: Sereja on April 05, 2013, 01:26:06 PM
Monster truck wheels idea, is not so bad after all:
[spoiler][/spoiler]
:rofl:

LOL that is great.  Next it needs to move, because if I understand right, it doesn't move (YET!  DIE REBEL SCUM)
#1057
General / Re: RIP LucasArts
April 04, 2013, 06:21:56 PM
In theory we could make a whole new game if we wanted to with the source code.  Anything goes.  Jedi Academy/Outcast people are already talking about ports, major enhancements, fan sequels, etc.  :ohmy:
Which is why most developers don't release it.
#1058
General / Re: RIP LucasArts
April 04, 2013, 05:06:40 PM
Quote from: SleepKiller on April 03, 2013, 09:12:37 PM
Well the Jedi Knight community will now be over the moon considering with the closure LucasArts Raven Software just went released the source code to both games they developed. Shame Pandemic has long since been closed.
I wish some SWBF developer would read this and go "Hey, these poor guys want the source code, they can have it."  I don't really see anyone who would have much of a problem with it after Raven let JK community have it and Lucasarts and Pandemic (both practically dead) won't have anything to say.

This is just a dream though... odds are heavily favored against us.

On the bright side, for you JK modders (not me, Academy just sits on the shelf, the old DF2 is used more often (by the way, they still have a following even though the game is from 1996)), this is gold.  Just browsing through the JA files make me salivate for the super slim chance we get source code for BF.

#1059
I have not been able to find time to battle (I have to go somewhere else to use the Internet to play due to slow speeds) and I will forfeit my match to Fizz. 
My Internet has not been coping well with Tunngle, Xfire, and everything else.  Until I get better Internet, it is probably best for me to hold off on competing and just stick with modding for now.  :dry:
#1060
Did you edit the mission.lua to make the memory pools greater?
#1061
I was never fond of Polis Massa, as I like open battlefields more.  The way it (and a couple other maps) are set up is around 2 chokepoints.  If you can get those chokepoints you can hold off the opposition indefinitely with just missiles and grenades.  Also it annoyed me how you couldn't spawn closer at the one "table" cp while the enemy comes in through the 2 doors.
#1062
This is tough.  Mygeeto was pretty good overall I think, and Coruscant was too.  I personally liked Kashyyyk's look in BF2, but the lack of CPs and the clear disadvantages to the Rebels/Clones still annoys me.  Got on my list because the Rise of the Empire on Kashyyyk was great and offset that disadvantage with a "Landing type" CP.
#1063
No, when the Gamespy server shut down, all "Internet" through Gamespy capability ceased to exist for BF1 (all versions).  :'(
1.0 and 1.2 distinction still exists on Tunngle though. 
And 1.1 I guess if anyone wanted to start a server on 1.1    ???
#1064
Ok, for no reason whatsoever, the Wrist Blaster decided it would change color and sound as I was messing with something completely different.  I never touched it (I had changed all the bullets to green and sound changes earlier, but they never did anything until this last munge.)  Hopefully I can find what I did  ???
#1065
SWBF1 Modding / Re: Removing Jetpack
March 15, 2013, 09:35:48 AM
Ok, that worked, combined with a new .tga.  I must have accidentally messed up the old .tga when I tried to make it alpha (also added an .option file to com_inv_col.tga which probably helped).  Anyway, now we have a trooper with no jetpack  8)