Topic moved due to moderator request.
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.
#3332
SWBF1 Modding / Re: Adding SWBF2 capes, cloaks, etc. to SWBF1?
March 14, 2010, 02:23:38 PM
CAPES ARE POSSIBLE
#3333
SWBF1 Modding / Re: Adding SWBF2 capes, cloaks, etc. to SWBF1?
March 14, 2010, 11:24:44 AM
yea look at the odfs for vader and see how capes are added
#3334
Released Maps and Mods / Re: *RELEASE* Raka's Adventure Beta
March 12, 2010, 01:36:45 PMQuote from: Breakdown on March 11, 2010, 06:56:09 PMOr, you just don't know how to munge.
Either you have a really low end computer or you deleted some file, because I don't thinkit's happened to anyone else.
#3335
Released Maps and Mods / Re: *RELEASE* Raka's Adventure Beta
March 11, 2010, 12:45:21 PM
Unfortunately, the map crashes instantly for me.
#3337
Star Wars Battlefront (2004 Original) / Re: PW.4?
February 23, 2010, 01:02:52 PMso what time and date is the war for eastern zone?
#3338
Star Wars Battlefront (2004 Original) / Re: PW.4?
February 22, 2010, 08:41:51 PM
can i be in this war? i'm on the pc side of course.
#3340
Welcome Center / Return
February 22, 2010, 04:46:48 PM
I've returned to MPCgamers for the sole purpose of enhancing the SWBF modding community. If I'm not welcome here I won't return though. Hi.
#3341
Released Maps and Mods / Naboo: Forest Outpost
January 03, 2010, 09:42:46 AM
Naboo Forest Outpost: http://www.mediafire.com/?h1e8aaqs0e80xpv
local link:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=603
local link:
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=603
#3342
SWBF1 Modding / Shoot while riding kaadu/tauntaun
December 28, 2009, 01:10:20 AMQuote from: Wild on June 24, 2010, 03:24:54 PMHacks can't be blocked via mods, and vice versa. It doesn't work because they are changing different files.
Hey MPC, I was wondering if there was such a thing to block the mini-map hack with some other type of mod so basically it doesn't work when you have that mod. All help is appreciated.
Quote from: quik on June 24, 2010, 03:26:27 PMA hack is a hack and a mod is a mod. They are seperate changes to the game that function independently. Modding landmines to bright green is NOT a hack, it is a mod.
You can't block it. I don't think that's even possible, considering the minimap hack is just a mod for viewing all units. It's like modding the colors of your mines bright green to see them better. You can't null that, because the hack is NOT server-sided.
#3343
SWBF1 Modding / Re: time bomb
December 13, 2009, 10:28:46 PM
I put these in my custom map Phobos I'm making. It would likely crash online but here's what you need.
all_weap_inf_remote_charge_dispenser.odf
all_weap_inf_remote_charge_dispenser_exp.odf
all_weap_inf_remote_charge_dispenser_ord.odf
To have more than 3 just change MaxItems = "3.0" to whatever you want. I think if you go over 12 it gets buggy and possibly crashes but just test it out.
all_weap_inf_remote_charge_dispenser.odf
Code Select
[WeaponClass]
ClassLabel = "detonator"
[Properties]
GeometryName = "com_weap_inf_seismic_mine"
RoundsPerClip = "1"
ShotDelay = "0.0"
ReloadTime = "3.0"
IconTexture = "HUD_timebomb_icon"
TriggerAll = "1"
AnimationBank = "grenade"
TrackingSound = ""
WEAPONSECTION = 1
ModeTexture = "HUD_weap_mine"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_00"
OrdnanceName = "all_weap_inf_remote_charge_dispenser_ord"
ShotDelay = "0.5"
MaxItems = "3.0"
AutoAimSize = "1.0"
MinStrength = "0.3"
MaxStrength = "0.4"
FireSound = "com_weap_throw_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "all_weap_inf_equip_med"
ChargeSound = ""
ChargeSoundPitch = ""
ChangeModeSound = "all_weap_inf_equip_med"
WeaponChangeSound = "all_weap_inf_equip_med"
OverheatSound = ""
OverheatSoundPitch = ""
OverheatStopSound = ""
ClankLeftWalkSound = ""
ClankRightWalkSound = ""
ClankLeftRunSound = ""
ClankRightRunSound = ""
JumpSound = "all_weap_inf_pistol_mvt_jump"
LandSound = "all_weap_inf_pistol_mvt_land"
RollSound = "all_weap_inf_pistol_mvt_roll"
ProneSound = "all_weap_inf_pistol_mvt_squat"
SquatSound = "all_weap_inf_pistol_mvt_lie"
StandSound = "all_weap_inf_pistol_mvt_getup"
all_weap_inf_remote_charge_dispenser_exp.odf
Code Select
[ExplosionClass]
ClassLabel = "explosion"
[Properties]
Damage = "2000.0"
DamageRadiusInner = "4.5"
DamageRadiusOuter = "8.5"
Push = "10.0"
PushRadiusInner = "3.5"
PushRadiusOuter = "4.5"
Shake = "2.0"
ShakeLength = "1.25"
ShakeRadiusInner= "8.0"
ShakeRadiusOuter= "16.0"
//Effect = "com_sfx_weap_grenade_schrap_exp"
//Effect = "timebomb"
Effect = "seismiccharge2"
//WaterEffect = "watersplash_lg"
WaterEffect = "seismicchargewater"
Decal = "decal_explosion"
LightColor = "255 255 255"
LightRadius = "10.0"
LightDuration = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "2.5"
AnimalScale = "1.0"
VehicleScale = "2.5"
SoundProperty = "com_weap_seismic_exp"
all_weap_inf_remote_charge_dispenser_ord.odf
Code Select
[GameObjectClass]
ClassLabel = "mine"
[Properties]
GeometryName = "com_weap_inf_seismic_mine"
ExplosionTrigger = "all_weap_inf_remote_charge_dispenser_exp"
ExplosionExpire = "all_weap_inf_remote_charge_dispenser_exp"
ExplosionDeath = "com_weap_inf_landmine_destroyed_exp"
TrailEffect = "com_sfx_weap_grenade_gold"
LightColor = "224 224 160 150"
LightRadius = "4.0"
//LifeSpan = "5.0"
Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0
Friction = "1.0
MaxHealth = "150"
//TickSound = "all_weap_inf_timebomb_timer"
//TickSoundPitch = "0.5"
//CollisionOtherSound = "com_weap_remote_charge_land"
//CollisionFoliageSound = "com_weap_remote_charge_land"
//CollisionWaterSound = ""
To have more than 3 just change MaxItems = "3.0" to whatever you want. I think if you go over 12 it gets buggy and possibly crashes but just test it out.