October 23, 2021, 02:43:16 PM

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Topics - dsaf

1
I was wondering which of the 6 jedi order units is your favorite? You can pick up to 5.

I hope I specified which one is which. Let me know if there is any questions
2
SWBF1 Modding / Droideka Skins?
May 14, 2021, 12:50:42 PM
Is there any droideka skins? That I can use to mod?
3
I was wondering Where i can get the grapple hook weapon. Or it's weapon asset for SWBF1.

Can someone help me find it. I am not sure where it is.

Hope someone can help.
4
I am looking to skin units, again.

I was wondering what is the best program to skin a unit.

What are some skinning programs i could use to skin units?
5
Are there are assets for the Temple Guards for star wars battlefront 1,

I know there are for swbf2, but is there any Temple Guard Assets for SWBF1?
6
There are six cool command post to this map, Bespin Cloud City.

They all are very cool looking, which one is your favorite?

Vote for your favorite?

Or vote for the one that is the easiest to capture

The choice is yours.

Feel free to comment to.

PS, if you don't know the names, of where they are on the map, let me know.

Happy Voting!
7
I launched up SWBF2, and i feel like i have a resolution sort of problem

The screen is like small.

Because it is small when i got to instant action, the launch button isn't there.

i tried to reinstall it but it didn't work.

This means i can't play star wars battlefront 2, Help!

I have no idea how to fix this. 

Can someone please help me!
8
I played on Kashyyyk Islands on the Empire on normal mode.

I can't seem to win this map on the empire.

I tried several different ways to win it (Even on Galactic Conquest, with Darth Vader assisting me)

I tried many ways, like go capture the north village, defending the landing zone command post, capturing rebels house command post. None of this seems to work.

How do i win on this map?

Any Advice on this?
9
Is there a way to change a shocktrooper skin to a stormtrooper skin? Without the Backpack

Here is the odf for a shock trooper, i tried changing the geometry name and it didn't work

[GameObjectClass]
ClassLabel             = "soldier"
GeometryName          = "imp_inf_storm_trooper.msh"

[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

UnitType         = "assault"
IconTexture       = "imp_gunner_icon"
MapTexture          = "troop_icon"
MapScale          = 1.4

GeometryName       = "imp_inf_storm_trooper"
GeometryLowRes         = "imp_inf_shocktrooper_low1"
AnimationName       = "all_inf_snowtrooper"
FirstPerson         = "IMP\impstrp;imp_1st_stormtrooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"

HealthType         = "person"
MaxHealth          = 300.0

Acceleraton       = 70.0
MaxSpeed       = 6.0
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0

WeaponName1       = "imp_weap_inf_torpedo_launcher"
WeaponAmmo1       = 7
WeaponName2       = "imp_weap_inf_pistol"
WeaponAmmo2       = 0
WeaponName3       = "imp_weap_inf_thermaldetonator"
WeaponAmmo3       = 3
WeaponChannel3      = 1
WeaponName4       = "imp_weap_inf_mine_dispenser"
WeaponAmmo4       = 4
WeaponChannel4      = 1

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

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"

HurtSound            = "imp_inf_com_chatter_wound"
DeathSound              = "imp_inf_com_chatter_death"
AcquiredTargetSound     = "imp_inf_com_chatter_acquired"
HidingSound             = "imp_inf_com_chatter_hide"
ApproachingTargetSound  = "imp_inf_com_chatter_approach"
FleeSound               = "imp_inf_com_chatter_flee"
PreparingForDamageSound = "imp_inf_com_chatter_predamage"
HeardEnemySound         = "imp_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
LowHealthThreshold      = ".25"
FoleyFXClass            = "imp_inf_trooper"

// squad command VO
SCFieldMoveOutSound      = "imp_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "imp_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "imp_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "imp_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "imp_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "imp_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "imp_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "imp_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "imp_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "imp_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "imp_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "imp_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "imp_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "imp_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "imp_inf_com_chatter_tac_no"


// AI squad command VO
AISCFieldMoveOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_imp_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_imp_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_imp_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_imp_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_imp_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_imp_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_imp_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_imp_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_imp_inf_com_chatter_tac_no"

AISizeType            = "SOLDIER"

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

Here is the odf for a Storm Trooper for reference

[GameObjectClass]

ClassLabel       = "soldier"
GeometryName       = "imp_inf_stormtrooper.msh"

[Properties]
FootWaterSplashEffect    = "watersplash_sm"
WaterSplashEffect    = "watersplash_md"
WakeWaterSplashEffect   = "watersplash_wade"

Label          = "Stormtrooper"
UnitType      = "trooper"
IconTexture       = "imp_soldier_icon"
MapTexture       = "troop_icon"
MapScale       = 1.4

GeometryName       = "imp_inf_stormtrooper"
GeometryLowRes      = "imp_inf_stormtrooper_low1"
FirstPerson             = "IMP\impstrp;imp_1st_stormtrooper"
FirstPersonFOV         = "70"
ThirdPersonFOV         = "65"
AnimationName       = "all_inf_snowtrooper"

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       = 300.0

Acceleraton       = 70.0
MaxSpeed       = 6.5
MaxStrafeSpeed       = 4.5
MaxTurnSpeed       = 4.0

WeaponName1       = "imp_weap_inf_rifle"
WeaponAmmo1       = 5
WeaponName2       = "imp_weap_inf_pistol"
WeaponAmmo2       = 0
WeaponName3       = "imp_weap_inf_thermaldetonator"
WeaponAmmo3       = 4
WeaponChannel3      = 1
WeaponName4       = "imp_weap_inf_crackgrenade"
WeaponAmmo4       = 2
WeaponChannel4      = 1

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

HurtSound            = "imp_inf_com_chatter_wound"
DeathSound              = "imp_inf_com_chatter_death"
AcquiredTargetSound     = "imp_inf_com_chatter_acquired"
HidingSound             = "imp_inf_com_chatter_hide"
ApproachingTargetSound  = "imp_inf_com_chatter_approach"
FleeSound               = "imp_inf_com_chatter_flee"
PreparingForDamageSound = "imp_inf_com_chatter_predamage"
HeardEnemySound         = "imp_inf_com_chatter_heard"
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
LowHealthSound          = ""
LowHealthThreshold      = ".25"
FoleyFXClass            = "imp_inf_trooper"

// squad command VO
SCFieldMoveOutSound      = "imp_inf_com_chatter_tac_moveout"
SCFieldHoldSound      = "imp_inf_com_chatter_tac_hold"
SCFieldFollowSound      = "imp_inf_com_chatter_tac_follow"
SCDriverGetInSound      = "imp_inf_com_chatter_tac_needgunner"
SCDriverGetOutSound      = "imp_inf_com_chatter_tac_moveout"
SCPassengerMoveOutSound   = "imp_inf_com_chatter_tac_spreadout"
SCPassengerStopSound   = "imp_inf_com_chatter_tac_stop"
SCPassengerGetInSound   = "imp_inf_com_chatter_tac_needgunner"
SCPassengerGetOutSound   = "imp_inf_com_chatter_tac_moveout"
SCGunnerAllClearSound   = "imp_inf_com_chatter_tac_allclear"
SCGunnerSteadySound      = "imp_inf_com_chatter_tac_stop"
SCGunnerGetInSound      = "imp_inf_com_chatter_tac_needgunner"
SCGunnerGetOutSound      = "imp_inf_com_chatter_tac_moveout"
SCResponseYessirSound   = "imp_inf_com_chatter_tac_yes"
SCResponseNosirSound   = "imp_inf_com_chatter_tac_no"

// AI squad command VO
AISCFieldMoveOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCFieldHoldSound         = "ai_imp_inf_com_chatter_tac_hold"
AISCFieldFollowSound      = "ai_imp_inf_com_chatter_tac_follow"
AISCDriverGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCDriverGetOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCPassengerMoveOutSound   = "ai_imp_inf_com_chatter_tac_spreadout"
AISCPassengerStopSound      = "ai_imp_inf_com_chatter_tac_stop"
AISCPassengerGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCPassengerGetOutSound   = "ai_imp_inf_com_chatter_tac_moveout"
AISCGunnerAllClearSound      = "ai_imp_inf_com_chatter_tac_allclear"
AISCGunnerSteadySound      = "ai_imp_inf_com_chatter_tac_stop"
AISCGunnerGetInSound      = "ai_imp_inf_com_chatter_tac_needgunner"
AISCGunnerGetOutSound      = "ai_imp_inf_com_chatter_tac_moveout"
AISCResponseYessirSound      = "ai_imp_inf_com_chatter_tac_yes"
AISCResponseNosirSound      = "ai_imp_inf_com_chatter_tac_no"

AISizeType      = "SOLDIER"

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

What can i do to make a shock trooper look like a storm trooper but have a rocket launcher?

I'm open to advice on this.


10
For the first class i have (the wokkiee warrior, the native forces wokkiee), His weapons include:
Rebel Rifle (Fires Green Bullets), Primary
Thermal Detonators, Primary (Have to switch from rebel rifle to use thermal detonators)
Concussion Grenades. Secondary
4th Weapon Spot (unknown)
There is a 4th weapon spot left, how should i handle this?

Let me know please

Vote for more than one
11
I'm using the side builder. I can't figure out how to do this.

Do we edit the tga file? or do we edit the odf, & what do we edit?

Please let me know?
12
How can you turn a wokkiee smugglars bowcaster into a rifle from a rebel soldier? Or make it shoot like one? with the full auto machine gun

Here is the all.wokkiee bowcaster lua and the rifle lua.

Bowcster lua

[WeaponClass]

ClassLabel       = "cannon"

[Properties]

IconTexture      = "IMP_blasterrifle_icon"

ChargeUpEffect      = "chargeup"
MuzzleFlash      = "small_muzzle_flash"
FlashColor       = "100 255 100 255"
FlashLength       = 0.025
FlashLightColor    = "192 255 192 175"
FlashLightRadius    = "2.0"
FlashLightDuration    = "0.25"
Discharge      = "small_smoke_effect"
GeometryName       = "all_weap_inf_bowcaster"
HighResGeometry            = "all_1st_weap_inf_bowcaster"

RoundsPerClip       = "50"
ReloadTime       = "1.5"
ShotDelay       = "0.2"
TriggerSingle      = "0"

ZoomMin         = "2.5"
ZoomMax         = "2.5"
ZoomRate      = "0.0"

AnimationBank      = "rifle"
FirePointName      = "hp_fire_ALL_INF_BlasterRifle"

ModeTexture      = "HUD_weap_charge"
//ModeTextureColor   = "42 235 42 100"
ReticuleTexture      = "reticule_bowcaster"
ScopeTexture   = "weapon_scope2"

OrdnanceName       = "all_weap_inf_bowcaster_ord"

ShotDelay       = "0.35"
TriggerSingle      = "1"
//HeatPerShot      = "0.15"
MaxPressedTime      = "1.75"

YawSpread      = "0.0"
PitchSpread      = "0.0"

KickSpread      = "0.25"
SpreadRecover      = "5.0"

SpreadPerShot      = "1.1"//1.2
SpreadRecoverRate   = "4.8"//0.08
SpreadThreshold      = "1.6"//0.03
SpreadLimit      = "6.0"

StandStillSpread   = "0.0"//0.4
StandMoveSpread      = "0.0"//0.9
CrouchStillSpread   = "0.0"//0.1
CrouchMoveSpread   = "0.0"//0.6
ProneStillSpread   = "0.0"
ProneMoveSpread      = "0.0"

KickStrength      = "0.25"
KickBuildup      = "100.0"

MinRange      = "0"
OptimalRange      = "16"
MaxRange      = "32"

LockOnRange             = "64.0"
LockTime       = "0.0"
AutoAimSize      = "1.0"
LockOnAngle             = "3.0"

SalvoCount      = "1"
SalvoDelay      = "0.0"
InitialSalvoDelay   = "0.0"
SalvoTime      = "0.0"

TargetEnemy      = "1"
TargetNeutral      = "0"
TargetFriendly      = "0"

TargetPerson      = "1"
TargetAnimal      = "1"
TargetDroid      = "1"
TargetVehicle      = "1"
TargetBuilding      = "0"

ChargeRateLight         = "1.0"
MaxChargeStrengthLight  = "1.0"
ChargeDelayLight        = "0.15"
ChargeRateHeavy         = "1.0"
MaxChargeStrengthHeavy  = "0.5"
ChargeDelayHeavy        = "2.0"

RecoilLengthLight       = "0.1"
RecoilLengthHeavy       = "0.1"
RecoilStrengthLight     = "1"
RecoilStrengthHeavy     = "0"

FireSound          = "all_weap_inf_bowcaster_fire"
FireEmptySound      = "com_weap_inf_ammo_empty"
//FireLoopSound        = ""
ReloadSound        = "all_weap_inf_reload_med"
ChargeSound          = "all_weap_inf_bowcaster_charge"
ChargeSoundPitch     = "0.05"
ChangeModeSound    = "all_weap_inf_equip_med"
WeaponChangeSound    = "all_weap_inf_equip_med"
ClankLeftWalkSound  = ""
ClankRightWalkSound = ""
ClankLeftRunSound   = ""
ClankRightRunSound  = ""
JumpSound           = "all_weap_inf_rifle_mvt_jump"
LandSound           = "all_weap_inf_rifle_mvt_land"
RollSound           = "all_weap_inf_rifle_mvt_roll"
ProneSound          = "all_weap_inf_rifle_mvt_squat"
SquatSound          = "all_weap_inf_rifle_mvt_lie"
StandSound          = "all_weap_inf_rifle_mvt_getup"

NextCharge         = 0.15

OrdnanceName       = "all_weap_inf_bowcaster_ord_high"

NextCharge         = 0.35

ShotsPerSalvo      = 3
ShotPatternCount    = 3
ShotPatternPitchYaw    = "0.0 0.0"
ShotPatternPitchYaw    = "0.0 -0.7"
ShotPatternPitchYaw    = "0.0 0.7"

OrdnanceName       = "all_weap_inf_bowcaster_ord_high"

NextCharge         = 0.65

ShotsPerSalvo      = 5
ShotPatternCount    = 5
ShotPatternPitchYaw    = "0.0 0.0"
ShotPatternPitchYaw    = "0.0 -0.7"
ShotPatternPitchYaw    = "0.0 0.7"
ShotPatternPitchYaw    = "0.0 -1.4"
ShotPatternPitchYaw    = "0.0 1.4"

OrdnanceName       = "all_weap_inf_bowcaster_ord_high"

NextCharge         = 0.95

ShotsPerSalvo      = 7
ShotPatternCount    = 7
ShotPatternPitchYaw    = "0.0 0.0"
ShotPatternPitchYaw    = "0.0 -0.7"
ShotPatternPitchYaw    = "0.0 0.7"
ShotPatternPitchYaw    = "0.0 -1.4"
ShotPatternPitchYaw    = "0.0 1.4"
ShotPatternPitchYaw    = "0.0 -2.1"
ShotPatternPitchYaw    = "0.0 2.1"

OrdnanceName       = "all_weap_inf_bowcaster_ord_high"

Rifle lua


[WeaponClass]
ClassLabel       = "cannon"

[Properties]
AnimationBank      = "rifle"
GeometryName       = "all_weap_inf_rifle"
HighResGeometry         = "all_1st_weap_inf_rifle"

//***********************************************
//*************   TARGET & RANGE VALUES  **********
//***********************************************

TargetEnemy      = "1"
TargetNeutral      = "0"
TargetFriendly      = "0"

TargetPerson      = "1"
TargetAnimal      = "1"
TargetDroid      = "1"
TargetVehicle      = "0"
TargetBuilding      = "0"

MinRange      = "0"
OptimalRange      = "16"
MaxRange      = "48"

LockOnRange      = "64.0"
LockTime       = "0.4"
lockOnAngle      = "1.0"

ZoomMin         = "2.5"
ZoomMax         = "2.5"
ZoomRate      = "0.0"

YawSpread      = "0.25"
PitchSpread      = "0.25"

SpreadPerShot      = "1.1"
SpreadRecoverRate   = "4.8"
SpreadThreshold      = "1.6"
SpreadLimit      = "6.0"

StandStillSpread   = "0.0"
StandMoveSpread      = "0.0"
CrouchStillSpread   = "0.0"
CrouchMoveSpread   = "0.0"
ProneStillSpread   = "0.0"
ProneMoveSpread      = "0.0"

//***********************************************
//*********** WEAPON PERFORMANCE VALUES *********
//***********************************************

RoundsPerClip       = "50"
ReloadTime       = "1.5"
ShotDelay       = "0.2"
TriggerSingle      = "0"

SalvoCount      = "1"
SalvoDelay      = "0.0"
InitialSalvoDelay   = "0.0"
SalvoTime      = "0.0"

OrdnanceName       = "all_weap_inf_rifle_ord"
FirePointName      = "hp_fire"

//***********************************************
//***********  HUD & CONTROLLER VALUES  *********
//***********************************************

IconTexture      = "IMP_blasterrifle_icon"
ModeTexture      = "HUD_weap_fullauto"
ReticuleTexture      = "reticule_rifle"
ScopeTexture   = "weapon_scope2"

MuzzleFlash      = "small_muzzle_flash"
FlashColor       = "255 80 80 255"
FlashLength       = 0.025
FlashColor       = "255 100 100 255"
FlashLength       = 0.025
FlashLightColor    = "255 220 220 175"
FlashLightRadius    = "2.0"
FlashLightDuration    = "0.25"
Discharge      = "small_smoke_effect"

RecoilLengthLight       = "0.1"
RecoilLengthHeavy       = "0.1"
RecoilStrengthLight     = "1.0"
RecoilStrengthHeavy     = "0.2"
RecoilDecayLight   = "0.0"
RecoilDecayHeavy   = "0.0"

//******************************************************
//***************   SOUND      ****************
//******************************************************

FireSound          = "all_weap_inf_rifle_fire"
ReloadSound        = "all_weap_inf_reload_med"
ChangeModeSound    = "all_weap_inf_equip_med"
FireEmptySound          = "com_weap_inf_ammo_empty"
WeaponChangeSound    = "all_weap_inf_equip_med"
ClankLeftWalkSound     = ""
ClankRightWalkSound    = ""
ClankLeftRunSound      = ""
ClankRightRunSound     = ""
JumpSound              = "all_weap_inf_rifle_mvt_jump"
LandSound              = "all_weap_inf_rifle_mvt_land"
RollSound              = "all_weap_inf_rifle_mvt_roll"
ProneSound             = "all_weap_inf_rifle_mvt_squat"
SquatSound             = "all_weap_inf_rifle_mvt_lie"
StandSound            = "all_weap_inf_rifle_mvt_getup"

Please let me know.
13
Hey guys, i made a campaign mod for star wars battlefront 1.

Description: This mod, Historical Campaign mod similar to the Naboo Plains Mod, except, this mod makes the player able to switch sides when playing a historical campaign mission, whether in the civil war era, or the galactic civil war era. In order to play this, you have to go into your historical campaign to play this!

Put the mission.lvl in your Star Wars Battlefront Directory, Gamedata, Data, LVLPC, and replace the mission, there with this mission, (It wont change anything in the game, except the campaign, where it make you able to switch sides, just like in instant action!

Very interesting, fun Gameplay. You get to see what units the other team has in the campaign, and you can teach yourself how to beat them, in the campaign! using both teams helps a lot, (especially on Geonosis and Hoth). Also it may be a different experience, and you get a feel of what it is like to be on the other side, during the campaign.

Heres a video on it

https://www.youtube.com/watch?v=QNOcKxIyWtc

Here is the link to download it
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1545

Please let me know what you guys think of this mod. Hope you try it.
14
Requests / Finn and Rey assets?
March 18, 2020, 06:47:29 PM
I looked on this website, and i couldn't find any Finn or Rey assets? for SWBF1

Can someone help me for some please
15
Released Maps and Mods / Tusken Raider Mod Demo
February 16, 2020, 10:03:22 AM
Tusken Raider Mod Demo

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1543

Hello Everyone This is a brand new Tusken Raider Mod. This mod, you use Tusken Raiders instead of the Rebels team.

Rebels Units Look Like Tusken Raiders, and they each have Tusken Cycler, (The rebel marksman has the Tusken sniper rifle) as well as the regular weapons.

This is just a Demo, i plan to make this a better mod.

I hope to have Feedback on how to make this mod even better. (Is this balanced? are the weapons good? Is this a good mod?, Do they look cool.

Right now, this mod only works on Mos Eisley, on the GCW era Rebels side.

How to install,

Open the file, then Copy and paste the all.lvl in your Gamedata/Data/LVL_PC/SIDE, and replace that side with this one (you can overwrite this)

Please install this an give me feedback BUT most importantly, I hope you like this mod.

See you all later
16
SWBF1 Modding / Is there any Kit fisto assets?
January 15, 2020, 08:14:53 PM
Is there any kit fisto assets?
17
Star Wars Battlefront 2 (2005 Original) / Utapau Map.
January 13, 2020, 10:06:37 PM
I got a question about the Utapau Map. This is about this map.

On the clone wars side, the Republic Spawns inside the hanger and the CIS spawns inside the house on the other side of the map.


Why does the republic spawn inside the hanger? Should the CIS spawn there instead?

I am asking this because in the movie, Star Wars Revenge of the Sith, it looks like the CIS took over the hanger, where grievous & Obi-Wan had their battle. There were like millions of droids. (before the republic took over) and in the utapau campaign, the CIS controls the hanger command post,)
18
I got a question, i know the fambaa gives a shield, i was wondering if it was possible to encorperate it, into a weapon so a unit can use it as a weapon,

or if not, is there a weapon like that?
19
Is there any Fambaa assets?

Please Let me know.
20
SWBF2 Modding / Munging a Lua file
January 12, 2020, 12:03:51 AM
I got question, i know how to edit to a lua file for Star Wars Battlefront 2 such as the cor1c_c.lua.

My question is how do i munge it, making a mission.lvl so i can use it in the game.

Please help me.