this is cool when will it be out ?
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#511
SWBF1 Modding / Re: Unofficial Star Wars: Battlefront '1.25' update - "First Order-Resistance War"
September 27, 2019, 06:48:17 AM #512
SWBF1 Modding / Re: [WIP] Kashyyyk: Bridge at Kachirho
September 26, 2019, 04:55:44 AM
sereja is not to be under estimated he is a powerful jedi master also did anyone else make cross era maps for battlefront 1 here?
#513
SWBF1 Modding / Re: [WIP] Kashyyyk: Bridge at Kachirho
September 25, 2019, 12:32:50 PM
wow i love your maps sereja will there be any new vehicles ? maybe like the atdp walker ?
#514
Star Wars Battlefront: EA Reboots 1 and 2 / Re: Instant Action returns!
September 25, 2019, 11:12:39 AM
yeah at least it will be fixed cant wait for when the ai will play as droidekas and vehicles.
#515
Star Wars Battlefront: EA Reboots 1 and 2 / Re: Instant Action returns!
September 25, 2019, 08:03:59 AM
oh thats good to hear have you seen any ai hero besides boskk and maul and yoda ?
#516
Star Wars Battlefront: EA Reboots 1 and 2 / Re: Instant Action returns!
September 25, 2019, 07:21:50 AM
i agree it is amazing ai are actually quite good got killed by darth maul as anakin wasnt sure what happened to the ai using droidekas and vehicles. will ai use the new clone commando ?
#518
SWBF1 Modding / Re: is there a command walker for the rebels ?
September 23, 2019, 08:48:29 AM
thanks Dark_phantom
#519
SWBF1 Modding / is there a command walker for the rebels ?
September 23, 2019, 06:24:23 AM
does anyone know of or have a command walker for the rebels ? having two hovernauts in the game crashes it when they fire all of their lasers.
#520
SWBF1 Modding / Re: can anyone tell me why my announcer doesent work ? (solved )
September 22, 2019, 08:13:02 AM
wait never mind it was my custom sound lvl i had bot cw and gcw mentioned there.
#521
SWBF1 Modding / can anyone tell me why my announcer doesent work ?
September 21, 2019, 02:58:40 PM
can anyone tell me why the announcer isnt working when i capture a command post he says nothing. here is my lua
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(CIS, "orange", "level.tat4.objectives.1");
AddMissionObjective(CIS, "red", "level.tat4.objectives.3");
AddMissionObjective(REP, "orange", "level.tat4.objectives.1");
AddMissionObjective(REP, "orange", "level.tat4.objectives.2");
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
ReadDataFile("dc:sound\\fal.lvl;falcw");
ReadDataFile("dc:sound\\yav.lvl;yav1cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_speederbike",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu",
"rep_hover_fightertank",
"rep_walk_atte");
ReadDataFile("SIDE\\cis.lvl",
"cis_hover_aat",
"cis_hover_stap",
"cis_inf_basic_battledroids",
"cis_inf_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_hover_mtt",
"cis_hover_aatx",
"cis_hover_gat",
"cis_hover_hag",
"cis_tread_tank");
ReadDataFile("dc:SIDE\\rep2.lvl",
"rep_walk_atap",
"rep_walk_atxt");
ReadDataFile("SIDE\\gar.lvl",
"gar_inf_basic");
-- Level Stats
ClearWalkers()
AddWalkerType(0, 5) -- Droidekas
AddWalkerType(1, 4) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 2)
AddWalkerType(3, 4)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("EntityHover", 26)
SetMemoryPoolSize ("Commandwalker", 4)
SetMemoryPoolSize ("CommandHover", 4)
SetMemoryPoolSize("MountedTurret", 36)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 600)
SetSpawnDelay(10.0, 0.25)
-- Republic Stats
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",40)
AddUnitClass(REP, "rep_inf_arc_trooper",2)
AddUnitClass(REP, "rep_inf_clone_pilot",2)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",2)
AddUnitClass(REP, "rep_inf_jet_trooper",4)
SetHeroClass(REP, "rep_inf_macewindu")
-- SetCarrierClass(REP, "rep_fly_vtrans")
-- CIS Stats
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid_inf",40)
AddUnitClass(CIS, "cis_inf_battledroid_av",2)
AddUnitClass(CIS, "cis_inf_battledroid_pilot",2)
AddUnitClass(CIS, "cis_inf_battledroid_sniper",2)
AddUnitClass(CIS, "cis_inf_droideka",4)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 50)
SetReinforcementCount(ATT, 650)
SetTeamAsEnemy(DEF,3)
-- Defender Stats
SetUnitCount(DEF, 50)
SetReinforcementCount(DEF, 650)
SetTeamAsFriend(ATT,3)
-- Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "gar_inf_soldier",5)
AddUnitClass(3, "gar_inf_pilot", 1)
AddUnitClass(3, "gar_inf_vanguard", 1)
SetUnitCount(3, 7)
SetTeamAsFriend(3, ATT)
ReadDataFile("dc:tat4\\tat4.lvl")
SetDenseEnvironment("false")
SetMinFlyHeight(-11)
SetMaxFlyHeight(88)
SetMaxPlayerFlyHeight(88)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
OpenAudioStream("sound\\yav.lvl", "yavcw_music");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_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)
SetOutOfBoundsVoiceOver(1, "repleaving");
SetOutOfBoundsVoiceOver(2, "cisleaving");
SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
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(CIS, CIS, 0, "CIS_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training
--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919);
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581);
--War Room
AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136);
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- REP Attacking (attacker is always #1)
local REP = 1
local CIS = 2
-- These variables do not change
local ATT = 1
local DEF = 2
AddMissionObjective(CIS, "orange", "level.tat4.objectives.1");
AddMissionObjective(CIS, "red", "level.tat4.objectives.3");
AddMissionObjective(REP, "orange", "level.tat4.objectives.1");
AddMissionObjective(REP, "orange", "level.tat4.objectives.2");
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
ReadDataFile("dc:sound\\fal.lvl;falcw");
ReadDataFile("dc:sound\\yav.lvl;yav1cw");
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_speederbike",
"rep_inf_basic",
"rep_inf_jet_trooper",
"rep_inf_macewindu",
"rep_hover_fightertank",
"rep_walk_atte");
ReadDataFile("SIDE\\cis.lvl",
"cis_hover_aat",
"cis_hover_stap",
"cis_inf_basic_battledroids",
"cis_inf_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_hover_mtt",
"cis_hover_aatx",
"cis_hover_gat",
"cis_hover_hag",
"cis_tread_tank");
ReadDataFile("dc:SIDE\\rep2.lvl",
"rep_walk_atap",
"rep_walk_atxt");
ReadDataFile("SIDE\\gar.lvl",
"gar_inf_basic");
-- Level Stats
ClearWalkers()
AddWalkerType(0, 5) -- Droidekas
AddWalkerType(1, 4) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 2)
AddWalkerType(3, 4)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("EntityHover", 26)
SetMemoryPoolSize ("Commandwalker", 4)
SetMemoryPoolSize ("CommandHover", 4)
SetMemoryPoolSize("MountedTurret", 36)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("Aimer", 600)
SetSpawnDelay(10.0, 0.25)
-- Republic Stats
SetTeamName(REP, "Republic")
SetTeamIcon(REP, "rep_icon")
AddUnitClass(REP, "rep_inf_clone_trooper",40)
AddUnitClass(REP, "rep_inf_arc_trooper",2)
AddUnitClass(REP, "rep_inf_clone_pilot",2)
AddUnitClass(REP, "rep_inf_clone_sharpshooter",2)
AddUnitClass(REP, "rep_inf_jet_trooper",4)
SetHeroClass(REP, "rep_inf_macewindu")
-- SetCarrierClass(REP, "rep_fly_vtrans")
-- CIS Stats
SetTeamName(CIS, "CIS")
SetTeamIcon(CIS, "cis_icon")
AddUnitClass(CIS, "cis_inf_battledroid_inf",40)
AddUnitClass(CIS, "cis_inf_battledroid_av",2)
AddUnitClass(CIS, "cis_inf_battledroid_pilot",2)
AddUnitClass(CIS, "cis_inf_battledroid_sniper",2)
AddUnitClass(CIS, "cis_inf_droideka",4)
SetHeroClass(CIS, "cis_inf_countdooku")
-- Attacker Stats
SetUnitCount(ATT, 50)
SetReinforcementCount(ATT, 650)
SetTeamAsEnemy(DEF,3)
-- Defender Stats
SetUnitCount(DEF, 50)
SetReinforcementCount(DEF, 650)
SetTeamAsFriend(ATT,3)
-- Local Stats
SetTeamName(3, "locals")
AddUnitClass(3, "gar_inf_soldier",5)
AddUnitClass(3, "gar_inf_pilot", 1)
AddUnitClass(3, "gar_inf_vanguard", 1)
SetUnitCount(3, 7)
SetTeamAsFriend(3, ATT)
ReadDataFile("dc:tat4\\tat4.lvl")
SetDenseEnvironment("false")
SetMinFlyHeight(-11)
SetMaxFlyHeight(88)
SetMaxPlayerFlyHeight(88)
-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)
-- Sound
OpenAudioStream("sound\\yav.lvl", "yavcw_music");
OpenAudioStream("sound\\cw.lvl", "cw_tac_vo");
OpenAudioStream("sound\\cw.lvl", "cw_vo");
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_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)
SetOutOfBoundsVoiceOver(1, "repleaving");
SetOutOfBoundsVoiceOver(2, "cisleaving");
SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_GEO_amb_end", 2,1)
SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null");
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null");
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(CIS, CIS, 0, "CIS_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(CIS, REP, 0, "CIS_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "CIS_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(CIS, REP, 2, "CIS_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "CIS_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(CIS, REP, 3, "CIS_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "CIS_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(CIS, REP, 4, "CIS_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "CIS_bonus_CIS_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(CIS, REP, 5, "CIS_bonus_REP_sabotage");
SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "CIS_bonus_CIS_training");--advanced training
SetPlanetaryBonusVoiceOver(CIS, REP, 7, "CIS_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, REP, 0, "REP_bonus_REP_medical");
SetPlanetaryBonusVoiceOver(REP, CIS, 0, "REP_bonus_CIS_medical");
SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
SetPlanetaryBonusVoiceOver(REP, REP, 2, "REP_bonus_REP_sensors");
SetPlanetaryBonusVoiceOver(REP, CIS, 2, "REP_bonus_CIS_sensors");
SetPlanetaryBonusVoiceOver(REP, REP, 3, "REP_bonus_REP_hero");
SetPlanetaryBonusVoiceOver(REP, CIS, 3, "REP_bonus_CIS_hero");
SetPlanetaryBonusVoiceOver(REP, REP, 4, "REP_bonus_REP_reserves");
SetPlanetaryBonusVoiceOver(REP, CIS, 4, "REP_bonus_CIS_reserves");
SetPlanetaryBonusVoiceOver(REP, REP, 5, "REP_bonus_REP_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(REP, CIS, 5, "REP_bonus_CIS_sabotage");
SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
SetPlanetaryBonusVoiceOver(REP, REP, 7, "REP_bonus_REP_training");--advanced training
SetPlanetaryBonusVoiceOver(REP, CIS, 7, "REP_bonus_CIS_training");--advanced training
--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")
SetAttackingTeam(ATT)
--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919);
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581);
--War Room
AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136);
end
#522
Star Wars Battlefront (2004 Original) / Re: Star Wars Battlefront Turns 15 Years Old!
September 21, 2019, 01:41:31 PM
Welcome back Ascertes also happy birthday swbfI
#523
Star Wars Battlefront (2004 Original) / Re: how big of a battle can this great game handle ?
September 21, 2019, 01:18:01 PM
what memory pools are specific to infantry ? how many hovernauts and combatspeeders can the game handle at once ?
#524
SWBF1 Modding / Re: how to localize two local teams ?
September 21, 2019, 01:17:20 PM
i think you might be right now that i think about it even sereja didnt find a way around it as far as i know i will have to check his maps.
#525
Star Wars Battlefront (2004 Original) / how big of a battle can this great game handle ?
September 21, 2019, 05:19:44 AM
can the game handle 25 hover type vehicles 4 atst type vehicles 4 command walkers and 4 command hovers ? as well as 4 tread type vehicles ?