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Topics - Snake

#101
SWBF1 Modding / Offer: Learn to mod
May 07, 2013, 02:32:18 PM
Since the SWBF community is continuing to get smaller, I find that it's a lot funner to stick around when you know how to mod. I rarely play SWBF but I am active in the community because I love modding. Since I am now winding down my career, I wanted to offer if anyone would like to learn how to mod and/or map. I learned stuff like mission.lvl modding but I find that regular modding and mapping is much more fun. I'm not restarting my academy because that was just too much work, but if anyone wants to learn, I will be their question answerer and pointer to the right tools-er. If you would like to learn just post and make sure you add me as a friend on xfire.

I had always wanted to learn modding when I played SWBF but no one would ever take the time to teach me. Finally, Jango taught me a few basic things and I taught myself most of what I know today. (SWBFgamers taught me a LOT too.) So since no one wanted to teach me when I was a newbie at modding, I'm not returning the favor. :P

I will require you to read some tutorials, but I'm not going to teach you by saying "read this" but I will point you to tutorials for basic things.

My xfire: aatcsnake
#102
General / SWBFgamers Openspy Night?
May 06, 2013, 06:24:59 PM
I think it's time for a SWBFgamers night. The significance of this is it would be the first one on OpenSpy!! So we need to get as many people there as possible, to kick off our SWBF fix. What do you guys think? If Led doesn't want to host, I will, but my internet will probably lag a lot.. :P

I would like to request some maps for this:

-My Hyperion: Ancient Excavations map
-Tatooine: Boonta Eve
-Sereja's Nar Shadaa: Vertical City

Any requests, suggestions, comments, rage, spam, or bursts of happiness? Feel free to post.
#103
SWBF1 Modding / Planning Hub Limit?
May 02, 2013, 07:26:18 PM
I have placed a lot of planning hubs in this map and for some reason it now gives this warning after every hub about not supporting something.. The hub is still there after I click OK but will it just not work in game or something?
#104
SWBF1 Modding / [HELP] Sinking Skiff
April 28, 2013, 12:53:32 PM
Can anyone that understands the spring body and stuff more than I do come up with something that will fix this?:


#105
SWBF1 Modding / Something really weird..
April 27, 2013, 11:48:18 AM
So, in my little Bespin cantina I placed this bar booth from the DMI Prefab Pack and thought it was just a prop. Turns out, it is a ship. But it makes no sense because it worked by just placing it in ZE, not via vehicle spawn. Is this possible? I remember trying to simply place vehicles in ZE when I first started mapping but it never worked, so I assumed it was impossible..

Here's the .odf for those interested:
[spoiler][GameObjectClass]      

ClassLabel          = "flyer"
GeometryName   =   "dmi_prop_bar_booth.msh"


[Properties]      
FLYERSECTION            = "BODY"

GeometryName   =   "dmi_prop_bar_booth"
FirstPersonFOV          = "60"
CockpitTension              = "12"
ThirdPersonFOV          = "55"

CollisionScale          = "2.5"
CollisionThreshold      = "5.0"

CollisionInflict = "0.1"

MaxHealth           = 999999.0

//PassengerSlots          = "6"
//PassengerEyePoint       = "hp_passenger1"

ForceMode           = 1
ThirdPersonFOV          = 59.5
PitchRate           = 0.8
PitchFilter         = 2.75
TurnRate            = 1.3
TurnFilter          = 2.75

YawLimits           = "-95 -60"
PitchLimits         = "-10.0 20.0"

PCPitchTurnFactor   = "20.0"
PCYawTurnFactor     = "20.0"

PitchTurnFactor     = "1.0"
YawTurnFactor       = "1.0"

EyePointOffset      = "0.0 2.0 0.0"
//MountPos        = "1.5 -0.75 1.75"
TrackCenter     = "0.0 0.0 0.0"
TrackOffset     = "0.0 0.0 0.0"

//ControlsUnit = "1"
PilotPosition       = "hp_active"
PilotAnimation      = "drive"

VehiclePosition     = "common.vehiclepositions.pilot"

[/spoiler]
#106
SWBF1 Modding / [WIP]Bespin: Tibannopolis
April 26, 2013, 09:44:21 PM
This was a request/attempt by Unit 33 to make a real movie-like Cloud City (A city on a huge platform). So that's what I am doing, since I am now trying to do some of the requested maps. This is not the story version of Tibannopolis, which was a rundown/mos eisley version of Cloud City. But let's just pretend this is Tibannopolis in its glory days.

You should know by now that I like intro stories  ;) :

-Imperials-
The Rebel scum have taken over Tibannopolis. Take your Infiltrator Legion and take them by surprise. Don't worry, Lord Vader dug up some dirt on Lando Calrissian and will blackmail Lando into giving aid with the local militia. He is running for his 3rd term as Governor and does not want his dark past known..

-Rebels-
The Imperials have launched an attack on Tibannopolis. The Militia has joined them, and we don't know why. Luckily, some have deserted and joined our cause. Take what troops you have and defend Tibannopolis at all costs! We need this as a base for retaking Cloud City.

-------

-Republic-
The "Seps" are occupying Tibannopolis with a small contingent of Super Battle Droids and Infantry. We have one Spec Ops Legion for you. Take back this lightly defended base so we can free the planet from the reign of the Sith. The Bespin Militia will aid you in your attack; they want to get rid of the droids as much as we do.

-CIS-
The Jedi have launched an attack on Tibannopolis. This caught us by surprise but no worries, we will handle their weak Clones. Unfortunately, the Bespin Militia has rebelled and joined the Clones. Kill all of them, whether they are traitors or not. Do not fail me..

Pretty awesome, huh?  ::)

Here's some new things I am going to try with the sides:
-Bespin Officers
You'll see in the pictures

-Ugnaughts
Not going so well..  :P

-Star Wars Realism
This spans from guns to the actual units. No more shooting someone a hundred times in order to kill them. Don't you think superheated plasma (or whatever it is) would be able to kill someone in just a few shots? Well, that's what I am going to try to do, while trying to keep the sides balanced. Another major change is the SBD. The SBD should not be as quick and nimble as a regular droid. In this map they will only be able to march, and be much bigger than stock. However, the weapons on the SBD will be incredible effective, and they will have plenty of health. (Basing off of the Clone Wars series)

P.S. I will also release a version with Stock Sides for you lame people.  :P

-A city in the sky!

-Better Jedi
Jedi won't be playable but they will be killable! Finally! They have lots of health but they are not longer invincible! However, they all have a force jump and a force power.

Pictures of what I have so far:
[spoiler]
Spec Ops Jet Trooper:


My attempt at a Ugnaught  :P (And all the guards doing some kind of dance for no reason..)


Battledroid


That awkward moment in every droid's life when Mace Windu is running at you..


Hydroponics Platforms - Seems like they would need that, right?


Spec Ops Jet Trooper (showing Star Wars Barrett that I skinned)


He's running for reelection  :happy:


Bespin Militia:

[/spoiler]

This should be released pretty soon, I hope I did Unit 33's idea justice!
#107
It's finally here!!!!

Survive the best zombie map ever made for SWBF1! Explore an awesome map while fighting rediculous swarms of zombies with the best weapons and units in the universe! You can play Story Mode (Select Galactic Civil War) or Arcade Mode (Select Clone Wars).

Story mode is completely Star Wars but has awesome weapons like the chaingun to annihilate the hordes of zombies. Get your zombie apocalypse buddies together and help eachother survive!

Arcade mode is even funner. Fight as Super Mario, James Bond, The Terminator, and others with epic weapons like the Wunderwaffe! This is great fun for clan nights, or just having fun by yourself! Another difference is that there are Awoken Aliens that will shoot you with their guns or poison you with spore grenades.


The Story:

On the lightly atmoshpered moon of Hyperion, the Imperial Metals Corp. was soaking the moon dry of it's mineral resources. They discovered several species of mushrooms that prospered in their mining caves and soon became a pest to the miners. One day a group of miners never returned from their mining expedition deep into the caverns. When the news reached the camp rumors spread about a monster living in the caves, or some alien species was going to attack them for invading their planet. Search party after search party went looking but were never seen again. Even the commanders of the station were getting scared.. One day the camp doctor found mushroom spores that had suffocated a miner to death by covering his lungs. The research facilities were immediately focused on these mushrooms and what they did to humans. The few miners that made it out of the caverns said they discovered many ancient alien ruins, which further terrified the remaining residents of the camp. Then, one terrifying solar evening on Hyperion, every lost miner, soldier, and commander were met once again...

Try to find each easter egg:
-The COD BO2 Zombie game
-Advertisement signs (There's 7)
-The Revive dispenser
-Ways over the wall
-Things on the other side of the wall (hint, hint)
-The Peace Sign effect



Bugs
-There's a slight weirdness in the main cavern where you sink into the floor
-Revive dispenser has a messed up texture due to a strangely made model
-Zombies like to "pile-up" but it makes for a lot of fun with the chaingun
-There's no regions in the caves to prevent the floating spores because the spores are supposed to be originating from the mushrooms

New Pictures:
[spoiler]













































[/spoiler]

Unit Overview:
[spoiler]
Star Wars Mode(GCW)

-Imperial Officer-
-Flechette Launcher
-E-11 Rifle
-Arkanian pistol
-Mines

-Navy Commando-
-DC-15AR Carbine
-Sonic Pistol
-Nades

-Heavy Navy Commando-
-Repeater
-EE-3 Carbine
-Hellstorm Cannon
-Nades

-Mandalorian Mercenary-
-U-989 Carbine
-ACP Repeater
-Nades
-Mines

-Heavy Evo Trooper-
-Z-6 Rotary Blaster Cannon
-ACP Array Gun
-Nades


Arcade Mode(CW)

-James Bond-
-Walther LP53 (Just an attempt at reskinned a westar)
-Mac 10 Sub-Machine Gun
-Frag Nade
-Electric Mine

-The Terminator-
-Remington Shotgun
-RPG7
-Frag Grenade
-Mines

-Flower Gangster-
-Thompson Sub-Machine Gun
-M9 Pistol
-Frag Grenade
-Electric Mines

-Super Mario-
-Fireball
-RT97c
-Frag Grenade

-Awkward Flying Bear-Man-
-The Wunderwaffe
-50 Cal Barrett
-Frag Grenade
+Wings for flying

ALIENS (Only on Arcade Mode)
-Awoken Alien-
-Ancient Sword
-Ray Gun
-Spore Grenades[/spoiler]


Credits:
-This map would not have happened without Unit 33, who thought of the original map, and also made a lot of the incredible skins in it.
-Sky_216 = ground textures, caves (I reskinned)
-Caleb1117 = many props(Many that I & Unit 33 reskinned), the chaingun
-Phobos, Fett, & Caleb1117 = flamethrower
-Tirpider/Pandemic = OTC Imperial Officer
-Sereja = RT97C, ACP Array Gun, Wunderwaffe, TommyGun, 50cal (I did all the .odf's)
-Parhicida = Boba's Rifle (I resized & did .odf), DC-15AR (I did .odf)
-Rogueknight = KotOR Heavy Pistol(I did .odf), DC15AR
-DarthDuck = KotOR Heavy Pistol, ACP Repeater(I did .odf)
-CodaRez = Evo Trooper
-CodaRez = Navy Commandos
-Unit 33 = Many many skins, some ground textures, the original idea
-Snake(me) = Putting together the whole darn map and all the sides, going through extreme measures to fix a few problems along the way, writing an sweet intro story, several skins, and almost all the .odf's. (whew.)
-Pandemic = Duh!
-God = Duh!


TheSnakeSite.webs.com (my home site)
SWBFGamers.com

DOWNLOAD:
Mediafire
SWBFGamers

Good luck and watch your back!

P.S. I would like to request this for a mod night. Even though this would have less zombies in multiplayer, it'd still be awesome to play with other people.
#108
SWBF1 Modding / [HELP] Poison carbine
April 20, 2013, 11:07:38 AM
Has anyone actually gotten jdee's poison gun to work? I keep trying it and it always crashes. (This one http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=443)
#109
Requests / Request: An effect
April 20, 2013, 10:58:10 AM
I know just enough about effects to try to make this but I can't get it to work right.. Could someone that knows more about effects do this?:

A black grenade glow
Fireflies effect (Fireflies is a stock effect) that 1. has more fireflies in about twice the current radius 2. the fireflies are black

#110
Released Assets / Tatooine: Uprising Assets
April 19, 2013, 08:06:27 PM
Well, here's the assets to my ruined map "Tatooine: Uprising." This is the map that got saved over so I am releasing the assets. This has the sides and world assets in it. Anyone who wants to make any map for Tatooine should download this, it is a combination of every tatooine asset I could find. I hope some great Tatooine maps come out of this. (Like mine would have been  :( ) Good luck!

Too big for SWBFGamers
Mediafire
#111
Released Assets / The Ultimate .Lua
April 13, 2013, 04:31:36 PM
This is a little thing I've been working on to help save a little time. Basically, it has almost all types of lines (except sounds) from the stock SWBF maps. Now you don't have to go searching for whatever line you need. I'm not sure if this has been done before but... Oh well.  :P

[spoiler]--------------------------------------------------------

--Snake's Ultimate .lua

--This is a compilation of all types of lines from stock --.lua's so you don't have to run around, looking for the --right lines.

--To Use: Just add -- in front of what lines you don't want --and remove the -- from what you do want. This .lua is set --as GCW.

--I would suggest not to just copy and paste this into your --.lua, but copy and paste what lines you need, which will --save time. There is no CW sounds added to this .lua.

--Look for "ABC!!!!!!!" That's where your ModID goes.

---------------------------------------------------------

--start header
function ScriptInit()
--GCW
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--CW
--local REP = 2
--local CIS = 1
--local ATT = 1
--local DEF = 2

--    SetHistorical() --Only found in campaign maps
--end header

--start objectives
AddMissionObjective(IMP,"red", "level.ABC!!!!!!!.objectives.1");
AddMissionObjective(IMP,"orange", "level.ABC!!!!!!!.objectives.2");
AddMissionObjective(IMP,"orange", "level.ABC!!!!!!!.objectives.3");
AddMissionObjective(ALL,"red", "level.ABC!!!!!!!.objectives.1");
AddMissionObjective(ALL,"orange", "level.ABC!!!!!!!.objectives.2");
AddMissionObjective(ALL,"orange","level.ABC!!!!!!!.objectives.3");
--end objectives

--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");
--ReadDataFile("sound\\bes.lvl;bes1gcw");
--ReadDataFile("sound\\bes.lvl;bes2gcw");
--ReadDataFile("sound\\hot.lvl;hot1gcw");
--ReadDataFile("sound\\yav.lvl;yav2gcw");
--end soundlvl

-- Start sidelvls
--ReadDataFile("SIDE\\rep.lvl",
--"rep_fly_assault_dome",
--"rep_fly_jedifighter_dome",
--"rep_fly_gunship_dome",
--"rep_bldg_forwardcenter",
--"rep_hover_speederbike",
--"rep_hover_fightertank",
--"rep_fly_gunship",
--"rep_inf_basic",
--"rep_inf_jet_trooper",
--"rep_walk_atte",
--"rep_inf_macewindu");

--ReadDataFile("SIDE\\cis.lvl",
--"cis_fly_droidfighter_dome",
--"cis_fly_fedlander_dome",
--"cis_fly_fedcoreship_dome",
--"cis_fly_techounion_dome",
--"cis_fly_geofighter",
--"cis_hover_aat",
--"cis_inf_basic_battledroids",
--"cis_inf_basic",
--"cis_hover_stap",
--"cis_tread_hailfire",
--"cis_walk_spider",
--"cis_inf_countdooku",
--"cis_inf_droideka");

ReadDataFile("SIDE\\all.lvl",
"all_hover_combatspeeder",
"all_fly_xwing",
"all_fly_ywing",
"all_walk_tauntaun",
"all_inf_basic",
--"all_inf_basicsnow",
--"all_inf_basicjungle",
--"all_inf_basicurban",
--"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_fly_snowspeeder",
--"all_inf_lukeskywalkersnow",
--"all_inf_smugglersnow",
"all_inf_smuggler");

ReadDataFile("SIDE\\imp.lvl",
"imp_fly_destroyer_dome",
"imp_hover_fightertank",
"imp_fly_tiefighter",
"imp_fly_tiebomber",
"imp_hover_speederbike",
"imp_inf_basic",
--"imp_inf_basicsnow",
--"imp_inf_basic_tie",
"imp_walk_atat",
--"imp_droid_probe", -- Doesn't work
"imp_walk_atst"
"imp_walk_atst_jungle",
"imp_walk_atst_snow"
"imp_inf_dark_trooper",
--"imp_inf_dark_troopersnow",
"imp_inf_darthvader");

--ReadDataFile("SIDE\\geo.lvl",
--"gen_inf_geonosian")

--ReadDataFile("SIDE\\wok.lvl",
--"wok_inf_basic");

--ReadDataFile("SIDE\\des.lvl",
--"tat_inf_tuskenhunter",
--"tat_inf_jawa",
--"tat_inf_tuskenraider");

--ReadDataFile("SIDE\\ewk.lvl",
--"all_end_music",
--"ewk_inf_basic")

--ReadDataFile("SIDE\\gun.lvl",
--"gun_inf_basic",
--"nab_bldg_fambaa_shield",
--"gun_walk_kaadu")

--ReadDataFile("SIDE\\gar.lvl",
--"gar_inf_basic");

    SetAttackingTeam(ATT);
--end sidelvls

--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldier",11)
--AddUnitClass(ALL, "all_inf_soldierjungle",11)
--AddUnitClass(ALL, "all_inf_soldierdesert",11)
--AddUnitClass(ALL, "all_inf_soldiersnow",14)
--AddUnitClass(ALL, "all_inf_soldierurban",11)
AddUnitClass(ALL, "all_inf_vanguard",3)
--AddUnitClass(ALL, "all_inf_vanguardsnow",3)
--AddUnitClass(ALL, "all_inf_vanguardjungle",3)
AddUnitClass(ALL, "all_inf_pilot",4)
AddUnitClass(ALL, "all_inf_marksman",4)
--AddUnitClass(ALL, "all_inf_marksmansnow",4)
--AddUnitClass(ALL, "all_inf_marksmanjungle",4)
AddUnitClass(ALL, "all_inf_smuggler",3)
--AddUnitClass(ALL, "all_inf_smugglersnow",3)
SetHeroClass(ALL, "all_inf_lukeskywalker")
--SetHeroClass(ALL, "all_inf_lukeskywalkersnow")


SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
--AddUnitClass(IMP, "imp_inf_storm_troopersnow",14)
AddUnitClass(IMP, "imp_inf_shock_trooper",4)
--AddUnitClass(IMP, "imp_inf_shock_troopersnow",3)
AddUnitClass(IMP, "imp_inf_pilottie",5)
--AddUnitClass(IMP, "imp_inf_pilotatat",4)
--AddUnitClass(IMP, "imp_inf_pilotatst",4)
AddUnitClass(IMP, "imp_inf_scout_trooper",6)
--AddUnitClass(IMP, "imp_inf_scout_troopersnow",4)
AddUnitClass(IMP, "imp_inf_dark_trooper",4)
--AddUnitClass(IMP, "imp_inf_dark_troopersnow",3)
SetHeroClass(IMP, "imp_inf_darthvader")

    --    Republic Stats
--      SetTeamName(REP, "Republic");
--      SetTeamIcon(REP, "rep_icon");
--      AddUnitClass(REP, "rep_inf_clone_trooper",11)
--      AddUnitClass(REP, "rep_inf_arc_trooper",3)
--      AddUnitClass(REP, "rep_inf_clone_pilot",4)
--      AddUnitClass(REP, "rep_inf_clone_sharpshooter",4)
--      AddUnitClass(REP, "rep_inf_jet_trooper",3)
--      SetHeroClass(REP, "rep_inf_macewindu")
--  SetCarrierClass(REP, "rep_fly_vtrans") --no idea

--  CIS Stats
--      SetTeamName(CIS, "CIS");
--      SetTeamIcon(CIS, "cis_icon");
--        AddUnitClass(CIS, "cis_inf_battledroid",14)
--    AddUnitClass(CIS, "cis_inf_battledroid_inf",15)
--    AddUnitClass(CIS, "cis_inf_battledroid_av",5)
--    AddUnitClass(CIS, "cis_inf_battledroid_pilot",6)
--    AddUnitClass(CIS, "cis_inf_battledroid_sniper",6)
--        AddUnitClass(CIS, "cis_inf_assault",4)
--      AddUnitClass(CIS, "cis_inf_pilotdroid",5)
--      AddUnitClass(CIS, "cis_inf_assassindroid",5)
--   AddUnitClass(CIS, "cis_inf_droideka",4)
--      SetHeroClass(CIS, "cis_inf_countdooku")

--  Local Stats
--    SetTeamName(3, "locals")
--    AddUnitClass(3, "tat_inf_tuskenraider", 5);
--    AddUnitClass(3, "tat_inf_tuskenhunter", 2);

--  Local Stats
--    SetTeamName(4, "locals2")
--    SetTeamIcon(4, "all_icon")
--    AddUnitClass(4, "wok_inf_mechanic", 2)
--    AddUnitClass(4, "wok_inf_rocketeer", 2)
--    AddUnitClass(4, "wok_inf_warrior", 3)

--  Local Stats
--    SetTeamName (5, "locals3")
--    AddUnitClass (5, "ewk_inf_trooper", 4);
--    AddUnitClass (5, "ewk_inf_repair", 6);

--  Local Stats
--    SetTeamName(6, "locals4")
--    AddUnitClass(6, "geo_inf_geonosian", 7)

--    Local Stats --From Geonosis - doesn't work
--SetTeamName(7, "locals5")
--AddUnitClass(7, "rep_inf_jedimale",1)
--AddUnitClass(7, "rep_inf_jedimaleb",1)
--AddUnitClass(7, "rep_inf_jedimaley",1)

--  Local Stats --From Hoth - doesn't work
--    SetTeamName(8, "locals6")
--    AddUnitClass(8, "imp_droid_probe", 1);

--  Local Stats
--    SetTeamName(9, "locals7")
--    AddUnitClass(9, "gun_inf_soldier", 5)
--    AddUnitClass(9, "gun_inf_rider", 2)

--  Republic Stats
--    SetTeamName(10, "locals8");
--    AddUnitClass(10, "gar_inf_soldier",12)
--    AddUnitClass(10, "gar_inf_pilot",5)
--    AddUnitClass(10, "gar_inf_vanguard",5)

--  Attacker Stats
    AddBleedThreshold(ATT, 31, 0.0)
    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 2.25)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    AddBleedThreshold(DEF, 31, 0.0)
    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 2.25)
    AddBleedThreshold(DEF, 1, 3.0)
--end loadouts

--start teamstats
--SetUnitCount(3, 9)
--SetUnitCount(4, 8)
--SetUnitCount(5, 4)
--SetUnitCount(6, 7)
--SetUnitCount(7, 9)
--SetUnitCount(8, 5)
--SetUnitCount(9, 7)

SetUnitCount(ATT, 40)
SetReinforcementCount(ATT, 350)
SetUnitCount(DEF, 40)
SetReinforcementCount(DEF, 350)
--end teamstats

--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
--SetTeamAsFriend(ATT, 3)
--SetTeamAsFriend(ATT, 4)
--SetTeamAsFriend(ATT, 5)
--SetTeamAsFriend(ATT, 6)
--SetTeamAsFriend(ATT, 7)
--SetTeamAsFriend(ATT, 8)
--SetTeamAsFriend(ATT, 9)

--SetTeamAsFriend(3, 9)
--SetTeamAsFriend(3, 8)
--SetTeamAsFriend(3, 7)
--SetTeamAsFriend(3, 6)
--SetTeamAsFriend(3, 5)
--SetTeamAsFriend(3, 4)
--SetTeamAsFriend(3, 3)
--SetTeamAsFriend(3, ATT)
--SetTeamAsEnemy(3, DEF)

--SetTeamAsFriend(4, 9)
--SetTeamAsFriend(4, 8)
--SetTeamAsFriend(4, 7)
--SetTeamAsFriend(4, 6)
--SetTeamAsFriend(4, 5)
--SetTeamAsFriend(4, 4)
--SetTeamAsFriend(4, 3)
--SetTeamAsFriend(4, ATT)
--SetTeamAsEnemy(4, DEF)

--SetTeamAsFriend(5, 9)
--SetTeamAsFriend(5, 8)
--SetTeamAsFriend(5, 7)
--SetTeamAsFriend(5, 6)
--SetTeamAsFriend(5, 5)
--SetTeamAsFriend(5, 4)
--SetTeamAsFriend(5, 3)
--SetTeamAsFriend(5, ATT)
--SetTeamAsEnemy(5, DEF)

--SetTeamAsFriend(6, 9)
--SetTeamAsFriend(6, 8)
--SetTeamAsFriend(6, 7)
--SetTeamAsFriend(6, 6)
--SetTeamAsFriend(6, 5)
--SetTeamAsFriend(6, 4)
--SetTeamAsFriend(6, 3)
--SetTeamAsFriend(6, ATT)
--SetTeamAsEnemy(6, DEF)

--SetTeamAsFriend(7, 9)
--SetTeamAsFriend(7, 8)
--SetTeamAsFriend(7, 7)
--SetTeamAsFriend(7, 6)
--SetTeamAsFriend(7, 5)
--SetTeamAsFriend(7, 4)
--SetTeamAsFriend(7, 3)
--SetTeamAsFriend(7, ATT)
--SetTeamAsEnemy(7, DEF)

--SetTeamAsEnemy(DEF, 9)
--SetTeamAsEnemy(DEF, 8)
--SetTeamAsEnemy(DEF, 7)
--SetTeamAsEnemy(DEF, 6)
--SetTeamAsEnemy(DEF, 5)
--SetTeamAsEnemy(DEF, 4)
--SetTeamAsEnemy(DEF, 3)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
--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)
SetMemoryPoolSize("Aimer", 240)
SetMemoryPoolSize("EntityFlyer", 20)
SetMemoryPoolSize("EntityHover", 20)
SetMemoryPoolSize("EntityLight", 80)
SetMemoryPoolSize("Obstacle", 700)
SetMemoryPoolSize ("MountedTurret",50)
SetMemoryPoolSize("EntityTauntaun", 10)
SetMemoryPoolSize("EntityCarrier", 10)
SetMemoryPoolSize("EntityBuildingArmedDynamic", 10)
SetMemoryPoolSize ("CommandWalker",10)
SetMemoryPoolSize("CommandHover",10)
SetMemoryPoolSize ("Weapon", 265)
SetMemoryPoolSize ("EntityWalker",10)
--SetMemoryPoolSize ("EntitySoldier",30)
--Marked out because I have no idea what these do.
--SetMemoryPoolSize ("EntityDroid",10)
SetMemoryPoolSize("OrdnanceTowCable", 8) --From Hoth
--end memorypools

--start worldlvl
ReadDataFile("dc:ABC!!!!!!\\ABC!!!!!!.lvl")
--end worldlvl

--start spawndelay
SetSpawnDelay(5.0, 0.25)
--end spawndelay

--start flyheight
SetMinFlyHeight(-65)
SetMaxFlyHeight(240)
SetMaxPlayerFlyHeight(240)
--end flyheight

--start ainotify
--SetAIVehicleNotifyRadius(64) --Not sure what this does
--end ainotify

--start stayinturrets
SetStayInTurrets(1) --Or make 0 if no stay in turrets
--end stayinturrets

--start denseenvironment
SetDenseEnvironment("true")
--end denseenvironment

--start birdsandfish
--  Birdies --From Yavin - example of 2 types
--SetBirdType(0,1.0,"bird");
--SetBirdType(1,1.5,"bird2");

--  Birdies --From Geo - Idk if it works
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

--  Birdies
--    SetNumBirdTypes(1);
--    SetBirdType(0,1.0,"bird");
--    SetBirdFlockMinHeight(-28.0);

--  Fishies
--    SetNumFishTypes(1);
--    SetFishType(0,0.8,"fish");
--end birdsandfish

--start randoms
--    SetDefenderSnipeRange(170) --From Hoth
--    SetAllowBlindJetJumps(0) --From Kamino
--end randoms

--start deathregions
--    AddDeathRegion("deathregion"); --From Endor
--    AddDeathRegion("Sarlac01") --From Tatooine
--    AddDeathRegion("Death"); --From Hoth
--    AddDeathRegion("DeathRegion"); --From Kamino
--    AddDeathRegion("Water"); --From Naboo
--    AddDeathRegion("Waterfall"); --From Naboo
--    AddDeathRegion("DeathRegion"); --From Kamino
--    AddDeathRegion("FalltoDeath"); --From Rhen Var
--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

--By Snake
--SWBFGamers.com
--TheSnakeSite.webs.com
--Happy Modding!
[/spoiler]

#112
SWBF1 Modding / Hex Editing Already-Made Custom Maps
April 13, 2013, 01:51:51 PM
Hey guys, i guess you've read my Done With Modding post, so I need help salvaging that unfinished Tatooine map. Right now I have the compiled version in my addon folder but it is crashing. I need to edit the .lua to stop calling the Dark Trooper for the imperials. Is that possible with hex editing?
#113
Scummies / Done With Modding
April 13, 2013, 01:45:02 PM
Well, you may be wondering about all those other ideas for maps I had, which postponed my retirement. I was nearly finished with a huge Tatooine project that would have been one of my best ever. But, I managed to somehow save another map over this map and it's backup. So I am simply done with it. I'm not sure what all I will do now but I think it's time to wind down my modding career. My career has sometimes been tough, embarrassing, awesome, and fun, but I'm glad I got to meet all of you people during it.

---------------------------
Mod Status:

Hyperion: Ancient Excavations (the zombie map) = Will be released in a few days

The Ultimate .lua = Will also be released in a few days

Tatooine: Uprising = Screwed by the mod tools curse *I may be able to salvage the extremely unfinished version that was still pretty fun and I will release that

=AaTc= The Final Rest = Will be released later
----------------------

After these I am done. If I get less ticked off later, I will make some of the requests and ideas in the Request forum. Soon, I think I will be leaving all of SWBF and SWBFGamers..
#114
SWBF1 Modding / [HELP] Square lasers
April 12, 2013, 12:56:58 PM
After many tests of this map with normal lasers, the curse on my mod tools strikes again and all of the sudden every single laser turned into squares..

http://www.xfire.com/screenshots/127851668
http://www.xfire.com/screenshots/127851664
http://www.xfire.com/screenshots/127851662

Well, I know this is probably beyond all logic and comprehension, and with no cure, but I figured I'd ask if anyone knew what in the world I'm supposed to do.
#115
SWBF1 Modding / Lights?
April 10, 2013, 07:46:57 PM
I keep seeing these "lights" in stock map assets but they have no sort of geometry. What is it? What does it look like? does it work by just placing it in ZE?
#116
For some reason the locals that are allied with one side are capturing their own CP's for their allied team. The allied team can also capture the local CP's. I looked at the regions and they're all set up correctly.
#117
SWBF1 Modding / Unit Limit in Locals?
April 05, 2013, 07:48:37 PM
Well there is the known 5 unit limit for the two main sides (although apparently it is possible to have more) but is there a limit for locals? I was thinking about how there's no need for first person lines in the .odf's of local sides because real people won't be using them. Well, could the same be said for the unit number? No one will be looking at a selection screen so it seems possible.. I am going to try this out eventually but I'd like to see if anyone has already tried it.
#118
SWBF1 Modding / [HELP]Turret Dispenser
April 04, 2013, 03:00:05 PM
Well I have successfully created a manned turret dispenser for SWBF1 (this has probably been done before, if not I'll post the assets for those who want them) however, it is always placed in the air.. I can't get it to go to the ground. Since this and the box with physics go hand in hand I have been working on both. It's weird because I can get the physic box to go to the ground, but not have collision. And I can get the turret to work perfectly, but it won't go to the ground. Anyway, my main concern is the turret. Any ideas?

Here's some pics:


#119
Requests / A few gun model requests
March 28, 2013, 05:07:41 PM
Could someone please make some of these WWII guns? I will be needing them but I also think a lot of other people could too.  :)

http://www.sshqdb.com/images/german-weapons-wwii-dragon-ultimate-soldier-labels-s.jpg
http://militarymodels.co.nz/wp-content/uploads/Bronco-US-Light-Weapons-Set1.jpg

I dont need all of these but atleast 1 American and 1 German of every category (Pistol, Rifle, Automatic Machine gun, Heavy Machine gun)

Let me know, thanks!

--Whoops, forgot to add the screenie
#120
SWBF1 Modding / Concept: Vehicles with dispensers
March 22, 2013, 09:35:08 PM
I have tried this two different ways so far: I gave a regular vehicle weapon with the ord of an actual vehicle then I tried giving a vehicle the powerup dispenser but both times the vehicle I edited simply disappeared. No crash, just no spawn. Any ideas?