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Messages - wsa30h

#481
SWBF1 Modding / Re: how to spawn vehicles for team 4 ?
October 25, 2019, 07:30:00 AM
thats exactly what i want basically i want team 1 2 3 and 4 to have vehicles of their own i just dont know how to give vehicles to team 4
#482
SWBF1 Modding / how to spawn vehicles for team 4 ?
October 25, 2019, 05:43:43 AM
how do i give team 4 vehicles i found out that adding Classlocals(""); and filling in the vehicles there allows team 3 to use vehicles but how do i give team 4 vehicles ? would this work to give team 4 vehicles ? Classrebels("cis_hover_aat");
#483
how do i munge the default sounds for the gcw and cw announcer located in yourworldname sound folder under cw and gcw respectively ?
#484
SWBF1 Modding / Re: how to have cross era announcers ?
October 16, 2019, 03:01:16 PM
yes changed all of them changed it all in the script copied the cw lvl and added a dc infront in the mission nothing works still using the rebel announcer
#485
SWBF1 Modding / Re: how to have cross era announcers ?
October 16, 2019, 10:37:35 AM
nope after trying this they still use the rebel announcer
#486
SWBF1 Modding / Re: how to have cross era announcers ?
October 16, 2019, 08:20:01 AM
ok so i do have the gcw_vo and the cw_vo in both my lua and sound files the imperial one for the empire works perfectly but when the seperatist capture command post it still uses the rebel announcer here is my part of the lua   SetBleedingVoiceOver(REP, REP, "imp_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(REP, CIS, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);
#487
thanks old snake the hex editor thing works. even a after a fresh munge i still had to hex edit.
#488
SWBF1 Modding / how to have cross era announcers ?
October 14, 2019, 03:03:18 PM
how do i get the empire and droids to have their own announcer instead of the droids using the rebel announcer ?
#489
SWBF1 Modding / 4k water fix for modders.
October 14, 2019, 05:23:33 AM
this is a 4k water fix for modders only just copy and paste this fx into your world and rename to your world name also make sure to copy the odf msh and effects folders as well as copy the fel1 water from the world folder into your world folder. I accidentally stumbled upon this when i was creating a felucia map for swbf1 and i noticed that the water works normally in 4k even on medium and high settings, no longer will you need to lower your water quality. the colour of the water might be possible to change i havent tested that but should work just dont change anything else.
https://drive.google.com/open?id=1Aj_ncKlo98MDMXVcR7FZ7rKwqQhg8G0U

If this topic is suitable for the tutorial section or belongs somewhere else please feel free to move it.
Edit the water colour can be changed all you need is the fx file from the world nothing  else in the folder is needed.
#490
does the hovernaut crash or freeze the game ?
#491
i changed the line from 1 to 0 the still get on
#492
its ok Sereja i figured it out and now i have my own custom lvl with the barcspeeder and atrt.
#493
do that go in the trooper odf i just want to stop enemy ai entering the barcspeeder still want them to be able to use other vehicles.
#494
which map would you like to see the map with the most votes wins. other maps may be done in the future.
#495
how do i stop the enemy from entering the barcspeeder ? i changed the available for both teams from 1 to 0 that didnt work so i removed the line completely and they still use it.