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Topics - dsaf

#21
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?
#22
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.


#23
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
#24
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?
#25
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.
#26
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



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.
#27
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
#28
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
#29
SWBF1 Modding / Is there any Kit fisto assets?
January 15, 2020, 08:14:53 PM
Is there any kit fisto assets?
#30
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,)
#31
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?
#32
Is there any Fambaa assets?

Please Let me know.
#33
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.
#34
Where can i find swbf1 magnaguard assets?

Please let me know.
#35
Does anyone know where i can find Jedi/Sith hero assets?
#36
Does anyone know where i can find General Grievous assets, for SWBF1
#37
I can use the side builder to edit the IMP, all, CIS & REP, & the tuskens and the jawas, i can munge all of that and it works, it munges and am able to edit those sides by editing the lua. But with the naboo royal guards, or the gungans, or the ewoks, or the geonosians, those sides r missing. I found the originally side, odf of those native sides, and i edit them, but  i can't seem to find a munge.bat that will munge this for me so i can use them in the game, therefore i cant change the stats for any of the other native sides.

Please help me.

Here i downloaded this.

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=553

Please help me.
#38
Why does this not work?

Is there version of this that works?

Can i have the link? if it does, or another way to do this?

It says this, when i try to munge it, my swbf1 mission.lvl builder works fine but not this one, someone please tell me why

E:\New folder\SWBF2>cd Bin\

E:\New folder\SWBF2\bin>scriptmunge -sourcedir ..\Scripts -platform pc -inputfile !*.lua -outputdir ..\munged\ -continue
Munging ifs_awardstats.lua
'E:\New' is not recognized as an internal or external command,
operable program or batch file.

**** ERROR: luac returned 1
ERROR reading processed script
ERROR[scriptmunge ifs_awardstats.lua]:Could not read input file.ERROR[scriptmunge ifs_awardstats.lua]:Could not read input file. [continuing]
Munging ifs_careerstats.lua
'E:\New' is not recognized as an internal or external command,
operable program or batch file.

**** ERROR: luac returned 1
ERROR reading processed script
ERROR[scriptmunge ifs_careerstats.lua]:Could not read input file.ERROR[scriptmunge ifs_careerstats.lua]:Could not read input file. [continuing]
Munging ifs_opt_controller_common.lua
'E:\New' is not recognized as an internal or external command,
operable program or batch file.

**** ERROR: luac returned 1
ERROR reading processed script
ERROR[scriptmunge ifs_opt_controller_common.lua]:Could not read input file.ERROR[scriptmunge ifs_opt_controller_common.lua]:Could not read input file. [continuing]
Munging ifs_opt_general.lua
'E:\New' is not recognized as an internal or external command,
operable program or batch file.

**** ERROR: luac returned 1
ERROR reading processed script
ERROR[scriptmunge ifs_opt_general.lua]:Could not read input file.ERROR[scriptmunge ifs_opt_general.lua]:Could not read input file. [continuing]
Munging ifs_opt_mp.lua
'E:\New' is not recognized as an internal or external command,
operable program or batch file.

**** ERROR: luac returned 1
ERROR reading processed script
ERROR[scriptmunge ifs_opt_mp.lua]:Could not read input file.ERROR[scriptmunge ifs_opt_mp.lua]:Could not read input file. [continuing]
Munging ifs_opt_mp_listtags.lua
'E:\New' is not recognized as an internal or external command,
operable program or batch file.

**** ERROR: luac returned 1
ERROR reading processed script

Someone please help me

here is the file, so tht you know which i downloaded
#39
http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=1500

What do you guys think of my swbf campaign mod

Please let me know.

#40
Star Wars Battlefront (2004 Original) / Sides balanced?
December 31, 2019, 07:42:13 PM
I'm doing a Native Mod, i need your guys's help,

Do you guys think these sides are balanced?

Does these sides sound like it is balanced?

Republic

gar_inf_soldier - (gar_weap_inf_rifle, gar_weap_inf_thermaldetonator
gar_inf_vanguard - (gar_weap_inf_torpedo_launcher (7), gar_weap_inf_pistol
gar_inf_pilot - (gar_weap_inf_pistol, gar_weap_inf_fusioncutter)
gun_inf_rider - (EMP Grenades)
gun_inf_soldier - (EMP Grenades)

vs

cis_inf_battledroid_inf - (cis_weap_inf_rifle, cis_weap_inf_torpedo_launcher (7), cis_weap_inf_fusioncutter, cis_weap_inf_sniperrifle

geo_inf_geonosian - (Sonic Blaster)

cis_inf_assassindroid (cis_weap_lightsaber, cis_weap_inf_forcelightning)

Let me know please in the comment section below.