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Messages - MileHighGuy

#286
SWBF1 Modding / Re: WIP: SWBF BUILD v1
June 22, 2009, 01:21:11 PM
they arent even props so that is unlikely satellite, they are modified remote droids

Edit: ok i have tested this online and the follow-me crate dispensers crash it but all the other non-moving objects i was able to dispense and not crash so ill probobly be making a multiplayer version and i single player version if what i say proves to be correct in further testing
#287
SWBF1 Modding / Re: WIP: SWBF BUILD v1
June 20, 2009, 08:19:26 AM
thanks, nap, i will test it online. and to the_pi i already have the droid memorypool to 999
#288
SWBF1 Modding / Re: WIP: SWBF BUILD v1
June 18, 2009, 06:53:24 PM
thanks for the positive feedback!

but i need your helP!  :o

tell  me some of your ideas for the map and sides! i want this to be community involved! ;)
#289
WIP SWBF BUILD v1

this is a mod where you can dispense objects like in gmod

the map is just a big flat map just like gm_fltagrass

so far there is only one unit-if i can get some ideas for some more i can release a beta

UNITS

QuoteCrate Builder

Crate Dispenser
-Dispense A plain old crate

Large Crate Dispenser
-dispense a plain old large crate

Follow-Me Crate Dispenser
-Dispense a crate that follows you wherever you go!

Remover/Destroyer
-Remove/Destroy dispensed objects

Screenshots:
http://www.xfire.com/screenshots/milehighguy/ss_file-543aa745e75cb0560cb4c22588b5cd3a1e21246d.jpg
http://www.xfire.com/screenshots/milehighguy/ss_file-68760007a40654cf9c0f425dfb44e25993e7875d.jpg

Videos
http://www.xfire.com/video/d4f34/ < follow-me crate dispenser
http://www.xfire.com/video/d4b58/ <crate dispenser

Please post ideas about the map,units, and weapons!
#290
SWBF1 Modding / Re: no ai units?
June 18, 2009, 10:26:47 AM
nope that didnt work either.

maybe if i put -'s in place of the numbers

oh that didnt work either

edit2: ok i just made all the units allies so they dont attack you
#291
SWBF1 Modding / Re: no ai units?
June 16, 2009, 05:02:05 PM
heres my lua


--start header
function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(IMP,"red", "level.bb1.objectives.1");
AddMissionObjective(IMP,"orange", "level.bb1.objectives.2");
AddMissionObjective(IMP,"orange", "level.bb1.objectives.3");
AddMissionObjective(ALL,"red", "level.bb1.objectives.1");
AddMissionObjective(ALL,"orange", "level.bb1.objectives.2");
AddMissionObjective(ALL,"orange","level.bb1.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");
--end soundlvl

-- Start sidelvls
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler");
ReadDataFile("dc:SIDE\\bld.lvl",
"bld_inf_crate_builder");
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_inf_dark_trooper");
--end sidelvls
--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "bld_inf_crate_builder", 0)
AddUnitClass(ALL, "all_inf_vanguard", 0)
AddUnitClass(ALL, "all_inf_pilot", 0)
AddUnitClass(ALL, "all_inf_marksman", 0)
AddUnitClass(ALL, "all_inf_smuggler", 0)
SetHeroClass(ALL, "all_inf_lukeskywalker")
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper", 0)
AddUnitClass(IMP, "imp_inf_shock_trooper", 0)
AddUnitClass(IMP, "imp_inf_pilottie", 0)
AddUnitClass(IMP, "imp_inf_scout_trooper", 0)
AddUnitClass(IMP, "imp_inf_dark_trooper", 0)
SetHeroClass(IMP, "imp_inf_darthvader")
--end loadouts
--start teamstats
SetUnitCount(ATT, 0)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 0)
SetReinforcementCount(DEF, 200)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 0)-- special -> droidekas
AddWalkerType(1, 0)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
--end memorypools
--start worldlvl
ReadDataFile("dc:bb1\\bb1.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatgcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(ALL,ALL,"all_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(ALL,IMP,"all_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,ALL,"imp_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,IMP,"imp_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(ALL,1.0,"all_tat_amb_start",0,1);
SetAmbientMusic(ALL,0.99,"all_tat_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"all_tat_amb_end",2,1);
SetAmbientMusic(IMP,1.0,"imp_tat_amb_start",0,1);
SetAmbientMusic(IMP,0.99,"imp_tat_amb_middle",1,1);
SetAmbientMusic(IMP,0.1,"imp_tat_amb_end",2,1);
SetVictoryMusic(ALL,"all_tat_amb_victory");
SetDefeatMusic (ALL,"all_tat_amb_defeat");
SetVictoryMusic(IMP,"imp_tat_amb_victory");
SetDefeatMusic (IMP,"imp_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
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(IMP,IMP,0,"imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP,ALL,0,"imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP,IMP,1,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,1,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,2,"imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP,ALL,2,"imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP,IMP,3,"imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP,ALL,3,"imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP,IMP,4,"imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP,ALL,4,"imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP,IMP,5,"imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP,ALL,5,"imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP,IMP,6,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,6,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,7,"imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP,ALL,7,"imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL,IMP,0,"all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL,IMP,2,"all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL,IMP,3,"all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL,IMP,4,"all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,IMP,5,"all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,IMP,7,"all_bonus_imp_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer
#292
SWBF1 Modding / no ai units? (solved)
June 16, 2009, 03:52:04 PM
well gametoast wasnt vey helpful so ill ask it here


how can i make my map have no ai units?

i removed the numbers beside the troop name but that didnt work
and i put setunitcount to zero but that crashed my game

any ideas?
#293
SWBF1 Modding / Re: Teleporters
June 16, 2009, 02:40:46 PM
i dont believe it was used in any stock maps, but i know it is used in "games complex" by the itfactor and that map is not released
#294
SWBF1 Modding / Re: Teleporters
June 16, 2009, 11:00:17 AM
its handeled in bf2's Zero Editor, and not possible in bf1, but you could possiby make and underground tunnel and skin it like a 'portal'  :shrug: and make it lead to were you want
#295
SWBF1 Modding / Re: Changes to SWBF Standard Maps
June 11, 2009, 09:57:41 AM
someoens already close to done with something like that

//http://www.xfire.com/video/cb71f/
#296
Requests / Re: Tantive?
June 10, 2009, 10:12:55 AM
i might try it but it probably was cancelled because of collision issues
#297
Requests / Re: Head Shot Training Mod
June 06, 2009, 05:02:22 PM
what program are you using? if  you are using gimp, it may have saved in the wrong tga version. what i do to fix this is save again in paint.net
#298
Requests / Re: Head Shot Training Mod
June 04, 2009, 04:20:14 PM
Quote from: "Maveritchell"If you want to enable transparency, open up your .msh file with a hexeditor and find the name of the texture to which you're going to give transparency (search for .tga), say it's rep_inf_sharpshooter_cape. Once your cursor is on the name of the .tga, move it back a few places to where it says HBATRB - place your cursor on the place immediately after the last "B." The next 8 places should be "04 00 00 00 00 00 00 00."  Change that to "04 00 00 00 04 00 00 00." Then save the mesh file and give your actual texture an alpha channel.

and actually i think you delete the parts of the skin in the alpha channel thant you want transparent, but i am not entirely sure because i have not tried this myself.

theres some more info here > //http://www.gametoast.com/forums/viewtopic.php?f=27&t=12338&p=217405#p217405

just disreguard the cape part as that does not apply here

and here is a good hexeditor that also works on vista > //http://www.chmaas.handshake.de/delphi/freeware/xvi32/xvi32.htm
#299
Requests / Re: Head Shot Training Mod
June 04, 2009, 09:30:09 AM
actually all you have to do is hex edit the msh to allow transparency and skin the parts you dont want black in its alpha channel and then skin the head orange
#300
SWBF1 Modding / Re: Zombie Mod (ALPHA)
June 03, 2009, 04:44:58 PM
hey is this still going on? because this has inpsired me to make a map