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Topics - wookieejedi

#1
SWBF1 Modding / Rhen Var Massive Assault
March 29, 2010, 06:13:50 AM
I have been trying to figure out space maps for the longest time, but I have finally decided that it is not worth it, so I am going to take what I have learned, like auto turrets and bot mapping, and create an addition to a already great map. Rhen Var Harbor is one of my most favorite maps, as it is large and has lots of different types of fighting in it.

My plan is to take the current Harbor Map, add custom sides, and add on way more stuff. For example more tanks, expanded battle area, more urban fighting, better AI, more attackers advantage, put in Auto Turrets, give special units like Jedi, take all that flat ice area and add ruins and more towers, make the map and actual challenge to beat, and so on.

Any other ideas any one has and wants to post I will try to add and incorporate. And of course if any one wants to help that would be awesome, although I could do it by myself, two heads or more is always better then one.
#2
Hey I thought maybe other people would enjoy these games, they are really fun, and engrossing games, feels like you are in the movie shooting Star Destroyers and blowing up the Executor, not to mention its free.

http://www.theforce.net/videogames/apps/boendor/
#3
SWBF1 Modding / Ghost Lasers
January 23, 2010, 01:54:43 PM
Any body have any idea why this would happen, a laser shot going straight through my fighter? The laser doesn't go through anything else. Its the slavo of an orbital strike.
#4
SWBF1 Modding / Orbital Strikes and Space Maps
January 22, 2010, 05:08:14 PM
I am making a large Space Battle of Endor map using auto turrets and orbital strikes to add crossfire and actual difficulty. What I have done is giving vehicles auto fire, and making that auto fire shoot an orbital strike, but I want the beacon to stick the the fighter that shot it, so that a strike is called and it appears that you craft is being fired upon.

I have edited the beacon to call in a horizontal strike so it feels more like fighter fire, but when ever the auto turret on the fighter fires the beacon it never sticks itself to the fighter.

Any ideas? If there was a solution then space mapping would be much more fun and realistic with an actual difficulty.
#5
I have always wanted a space map which just wasn't another fly around be bored map.

Well know I am taking matters into my own hands and creating one.

In most BF1 space maps the ships barely shoot at you, and the fighters do nothing, and you never get shot at. Well I have changed that with my recent learnings and modifications of auto turrets, orbital beacons, and missile properties.

What I am going to make is part of the Space Battle above Endor, there will be Home One and another Rebel Cruiser and 4 Star Destroyers all pounding away at each other with broadsides using auto turrets. There will be new ships like A wing and Interceptor.

The biggest difference will be that you will constantly be under fire. How is this possible? Well I modified the orbital beacon so that your ship automatically shoots it and it sticks to your ship, then I modded the angle that it comes down, and now there is constant fire from 2 angles shooting at your ship.

Any one else who has ideas or wants to help feel free to post, the more ideas the better, and of course I could do this alone but it is always nice to have some help.
#6
Requests / Supreme Dogfighting in Battlefront
January 06, 2010, 05:53:12 PM
I have always wanted more out of the flying aspect of Battlefront. So I had an idea using auto firing turrets.  The command line Auto Fire = "1" makes any turret shooting continually in a straight line with no bot needed in it.

What I have been trying to accomplish is this: having the auto turret lock on to a flying AI/player controlled fighter, then shooting a fighter msh instead of a missle msh, but also allowing for the fake missile fighter to be able to have the auto fire itself as it is tracking an AI/player controlled real ship. This could be done by slowing the turn rate and speed of the missle, and also lengthening the lifespan.

The result would be a tremendous leap in Space and Dogfight map making. Fake fighters could actually follow you and continually shoot at you, making Dog Fighting much harder and more enjoyable in SP.

I have tried to do this but the missile property does not allow for anything to be fired, so I need a way to make a heat seeking object that can fire shots.

Any ideas at all on how to make a heat seeking object that fires shots would hugely appreciated, plus a revolutionary BF space map could be made if this puzzle was solved.


#7
Requests / Turrets Shooting Out Fighters
January 05, 2010, 04:58:41 PM
Would it be possible to make a laser turret?, like a Bespin AA gun fire shots that look like fighters? The only thing I could think of was to change the aa ord file to a missle but I couldn't find where the msh that tells what the missles look like were in the odfs

Ultimately I would like to make so there is an turret that fires instant heat seeking missles, that are toned down in speed, but have the msh of fighters
#8
Edited by buckler:  Link is broken, if anyone has these files, please let me know and we can put them up here.

The Newest version of the Battlefront Redemtpion Mod, Version 2010

http://www.filefront.com/15283735/CW.zip

The goal:to get people to play Battlefront 1 again.

         How to install:
         Must have latest BF1 patch.
   
         Unzip, place in sides folder after backing up old files.

         Left click on your BF 1 shorcut, click properties, hit find target, then go into data, then sides copy these files into there and say yes to
         replace old files, make sure to back up those originals!

      This version is a independant version so you do not need the Final Version 2 to get this to work.

Gameplay, balance, and apperance have all been chagned!
No more gunho running to the enemy or taking everyone out from far away.

Gameplay is even more realsitic with distinct changes to the classes. Examples:
   The Rebels have little amo and move quickly, the Imperials move slower but have more amo.
   The Clones move quickly but have less hitpoints then the droids who move slower.

Accuracy is now correct, running is very inaccurate, standing is much more accurate but still not great,
but crouching and proning now pay off as those poistions give a lot of accuracy while shooing.

All blaster shots now vaporize into a small fireball/spark explosion just like in the orginial STAR WARS.
So now it feels more like you are in a battle, plus you can not just hangback and snipe everyone, as the smoke from the
battlefield will make it more diffiuclt.


   This mod makes everything more like the movies and more realistic but also adds large amounts
   of new weapons, pumps up the old ones (ex Beam Rifle, Flamethrower, EMP Rifle ect) and units into the game
   (ex Bothan Spy, Wookiee Jedi Knight, Prototype Magnaguard, Genonsian Piolt).
   No two units on the same side have the same weapon.
   All it takes to kill the strongest unit is three blasts from a pistol. (Except Drodekia Shield and Super Battle Droid)
   Shots go furhter.
   The units now better match their classes (ex snipers are faster but weaker).
   Missles are more deadly.
   All shots go faster.
   Running while shooting is inaccurate.
   Starfighters all have missles and move faster.
   All heroes have force jump, force speed, force heal, force power and force block.
   Much, much, much more.....

Lasers are more vibrant.

Updates:

ARC 170 Starfighters relpace Jedi Starfighters.
Great looking Battlefront 2 Magnaguard with great looking staff replces old IG Assassian model.
All Clones now have great looking Epsiode 3 Battlefront 2 skins.
The Droid Fighter has an Episode 3 skin.
All missles do way more splash damage as well as bombs, which also have larger explosins.
The Wookiee Jedi are now smarter AI as they no longer puch the clones into incoming droids or off cliffs.
Time bombs are more deadly.
The MAF is way more deadly and tougher.
The Gunship main cannons depete faster.
Droideka laser depelete much slower.
Anit Armor more deadly.
Jetpack no longer unlimited.
Wookiee has a cool Ryyyhk Staff as a melee weapon.
Crossbow now shoots more shots when charged.
Beam rifle depletes faster.
Wookiee Jedi and Genoisain Pilot now repair vehciles when in them.
AI will bomb individual units now, watch out!
The ATTE has gone up in hit points and its lasers are much more powerful, can kill buildings really fast.
LA-AT Gunship missles do a lot more damage.
The Halfire missles do a lot more damage.
Rebel Shotgun more deadly as it has a tighter path.
Rebel Concussion Rifle isn't as powerful, as it doesn't kill in one hit but two.
All Lightsabers are now the BF2 kind.
All units run a bit faster, the ones that carry missle launchers or heavy equipment don't run as fast.
All guns have the right muzzle flashes now.
The Droideka has a much bluer sheild. Thanks to majin_revan.

GCW weapons are now properly balanced.
CW weapons are now properly balanced.

Flamethrower does not shoot as far.
Automatic ARC caster shoots farther.
Imperial Shock Trooper has concussion grenades.
ATTE more deadly.
Concussion grenades emit a shockwave which can stun nearby units.

And Much, Much More!

Do not post this upload on another site and say it is yours, that is plagerism.

Created by elfwithsword.
Email azthepaleo@gmail.com

Thanks to ggctuk for the ARC and Droid Fighter, Psych0fred for the Bothan, Qdin for the Clone Commando Weapons,
DarthD.U.C.K. for the Ryyyhk Staff, Majin Revan for giving out the Bothan skins, anitarmor weapon, and
concussion rifle, Delta_57_Dash for the many weapon ideas and, Eisenfausts, and Kyross for the realism ideas.
And Pandemic for the Assest to BF2 and BF1.

"THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
ELEMENTS TM & (C) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD.
#9
SWBF1 Modding / Redemtion Mod Final 2010
January 01, 2010, 03:53:58 PM
Hey I am looking to make a improved version of my Redemption Mod which combines realism, movies likeness, and elite weapons, plus good jedi and other stuff.

any new ideas would be awesome, but my main question is for more vibrant lasers, when I try to make one i t is just a rectangle anyway any ideas would be cool or possibly any one wanting to help
#10
SWBF1 Modding / Difficulty Level
December 11, 2009, 05:44:22 PM
I like to play on hard, though on hard only the side you are playing against is any good at shooting, is there a way to edit the core or something to allow so both sides always shoot more accurate on hard instead of just the opposing side?
#11
SWBF1 Modding / Near Done with Kashyyyk Assualt Map
November 27, 2009, 06:18:50 AM
I am almost complete with a massive map of a beachhead and forest battle of Kashyyyk, as of now there are almost 720 bots on the field at a time, all scripted, with around 36 vehicles and of course around a 2.5 ratio to attackers to defenders. Right now though I am looking for ideas to make this map better, I put custom sides for the Rep. and All. with Ep3 Camo Troopers, Wookiees, and a Wookiee Jedi. Right now there are 5 bunkers with large gun turrets on the beachhead on the ground level, and a large fight in the forest behind, any other ideas would be awesome, as I really would love to make this map better. Thanks.