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Topics - Rebel Marksman

#1
Prompt, how to make the localization of the whole SWBF 1? Old and new characters and vehicles. There whether are ways to do this ? Thank You in advance.
#2
Good day. Prompt, is it possible to do so, that would be in the direction of scope for a particular character, call only his, as not all who are near. Thank you in advance.
#3
SWBF1 Modding / Camera settings
May 29, 2012, 07:46:28 AM
Good day! Tell, how to reduce the speed flight and speed rotate the camera to zeroeditor ? It is very difficult to control the flight on the map.
#4
SWBF1 Modding / Positions for snipers
May 17, 2012, 06:35:20 AM
Hi! Prompt, is it possible to do so, that would be all the snipers participating in battle is not fled, on the field of battle, like other soldiers, but took up positions in certain places ? Thank you in advance for your answers.
#5
SWBF1 Modding / Localization in the sides mod
May 13, 2012, 08:31:10 AM
Hi, tell how do localization of the names of the new weapons and characters, to in the sides mod?

Thank you in advance.
#6
SWBF1 Modding / Naboo Theed night
May 03, 2012, 04:58:52 AM
Hi! Prompt me, was whether released the location of bf2 Naboo night for Battlefront1? And where to find her? Thank you in advance.
#7
Greetings! I used the models of some of the characters from the BF2 for BF1, but with a girl-sniper rebel there was a problem. As you can see, her neck and the model itself looks like an elongated. Advise how to fix this ? As well would be grateful for the advice, how to use the animation from the Battlefront 2.

Thank you in advance!



ODF-file
[spoiler]
[GameObjectClass]

ClassLabel      = "soldier"

GeometryName    = "all_inf_marksperson.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    = "all_inf_marksperson"

AnimationName   = "all_inf_snowtrooper"
SkeletonName    =   "marksperson"
SkeletonRootScale = "0.95"
CollisionRootScale = "0.95"
FirstPerson = "all\allmarks;all_1st_marksperson"
FirstPersonFOV   = "70"
ThirdPersonFOV   = "65"
GeometryLowRes  = "all_inf_marksperson_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"

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"

HealthType      = "person"
MaxHealth       = 240.0

Acceleraton         = 70.0
MaxSpeed        = 7.0
MaxStrafeSpeed      = 4.5
MaxTurnSpeed        = 4.0

WeaponName1         = "all_weap_inf_sniperrifle"
WeaponAmmo1         = 10
WeaponName2         = "all_weap_inf_pistol"
WeaponAmmo2         = 0
WeaponName3         = "all_weap_inf_thermaldetonator"
WeaponAmmo3         = 4
WeaponChannel3      = 1
WeaponName4         = "all_weap_inf_remotedroid"
WeaponAmmo4         = 1
WeaponChannel4      = 1

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



AISizeType              = "SOLDIER"


HurtSound               = "all_inf_com_chatter_wound_female"
DeathSound              = "all_inf_com_chatter_death_female"
DamageRegionSound       = "allfemalechoke"
ChokeSound              = "allfemaleforcechoke"
AcquiredTargetSound     = ""
HidingSound             = ""
ApproachingTargetSound  = ""
FleeSound               = ""
PreparingForDamageSound = ""
HeardEnemySound         = ""
//ShockFadeOutTime      = "0.8"
//ShockFadeInTime       = "2.0"
ShockFadeOutGain        = ""
ShockSound              = "allfemaleforcechoke"
ClothingRustleSound     = ""
LowHealthSound          = ""
LowHealthThreshold      = ".25"
FoleyFXClass            = "all_inf_soldier"

// squad command VO
//SCFieldMoveOutSound       = "all_inf_com_chatter_tac_moveout"
//SCFieldHoldSound      = "all_inf_com_chatter_tac_hold"
//SCFieldFollowSound        = "all_inf_com_chatter_tac_follow"
//SCDriverGetInSound        = "all_inf_com_chatter_tac_needgunner"
//SCDriverGetOutSound       = "all_inf_com_chatter_tac_moveout"
//SCPassengerMoveOutSound   = "all_inf_com_chatter_tac_spreadout"
//SCPassengerStopSound  = "all_inf_com_chatter_tac_stop"
//SCPassengerGetInSound = "all_inf_com_chatter_tac_needgunner"
//SCPassengerGetOutSound    = "all_inf_com_chatter_tac_moveout"
//SCGunnerAllClearSound = "all_inf_com_chatter_tac_allclear"
//SCGunnerSteadySound       = "all_inf_com_chatter_tac_stop"
//SCGunnerGetInSound        = "all_inf_com_chatter_tac_needgunner"
//SCGunnerGetOutSound       = "all_inf_com_chatter_tac_moveout"
//SCResponseYessirSound = "all_inf_com_chatter_tac_yes"
//SCResponseNosirSound  = "all_inf_com_chatter_tac_no"

// AIsquad command VO
//AISCFieldMoveOutSound     = "ai_all_inf_com_chatter_tac_moveout"
//AISCFieldHoldSound            = "ai_all_inf_com_chatter_tac_hold"
//AISCFieldFollowSound      = "ai_all_inf_com_chatter_tac_follow"
//AISCDriverGetInSound      = "ai_all_inf_com_chatter_tac_needgunner"
//AISCDriverGetOutSound     = "ai_all_inf_com_chatter_tac_moveout"
//AISCPassengerMoveOutSound = "ai_all_inf_com_chatter_tac_spreadout"
//AISCPassengerStopSound        = "ai_all_inf_com_chatter_tac_stop"
//AISCPassengerGetInSound       = "ai_all_inf_com_chatter_tac_needgunner"
//AISCPassengerGetOutSound  = "ai_all_inf_com_chatter_tac_moveout"
//AISCGunnerAllClearSound       = "ai_all_inf_com_chatter_tac_allclear"
//AISCGunnerSteadySound     = "ai_all_inf_com_chatter_tac_stop"
//AISCGunnerGetInSound      = "ai_all_inf_com_chatter_tac_needgunner"
//AISCGunnerGetOutSound     = "ai_all_inf_com_chatter_tac_moveout"
//AISCResponseYessirSound       = "ai_all_inf_com_chatter_tac_yes"
//AISCResponseNosirSound        = "ai_all_inf_com_chatter_tac_no"

DropItemClass           = "com_item_powerup_ammo"
DropItemProbability     = 0.05
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_health25"
DropItemProbability     = 0.10
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_health100"
DropItemProbability     = 0.10

[/spoiler]

All_inf_soldiers.req C:\BFBuilder\DataAlliance\Sides\ALL\REQ
[spoiler]ucft
{
   REQN
   {
      "zafbin"
      "marksperson"
   }
   REQN
   {
      "class"
      "all_inf_marksman"
      "all_inf_marksmanjungle"
      "all_inf_marksmansnow"
   }
}[/spoiler]
#8
Greet the participants of this forum! Tell how to extract the sound effects from the Battlefront 2 without using the program to record sound, for use them later in the BF-1 ?

Thank you in advance for your answers!