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Enlarging maps is more tedious than making your own, especially on land maps.

 

Totally agree with you!

 

I'm sorry, Lord of Sith, but enlarge the game's land maps will be the last thing I would do... Enlarge space maps? Hmm maybe, but not now (need to finish other things before). Add more planets to game? I'd like, but they don't seem to work (Peragus worked fine, but Mygeeto didn't, and I spent some time converting my Bespin map into Mygeeto to it won't work, so I don't think I'll set that my priority anymore)...

I'll try to finish some of my current work, and than, I shall see what I do...

:-\

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Bespin Refinery V1.0 Released!

 

DOWNLOAD LINK: http://files.filefront.com/Bespin_Refinery_V10zip/;6700060;;/fileinfo.html

 

http://img258.imageshack.us/img258/2618/besrefito8.png

 

http://img259.imageshack.us/img259/8978/besrefiiiha9.png

 

http://img296.imageshack.us/img296/2449/needareallybigguniikl1.png

 

After leading a successful assault on the Tibanna Gas refinery H-47-K, a new task on the planet Bespin was assigned for you, Lieutenant. Our next target on this planet is the Refinery KH-1138. It isn't big as H-47-K, but it will provide an excellent advantage to our forces and good extra credits income. Dock your ship in Docking Module 501-47B and begin the assault. Use all available forces, and take control of the Facility!

 

Installation Instructions: Just put GroundBuildablesSkirmish.xml and Props_Urban.xml under DATA/XML; and KH-1138.ted under CustomMaps folder (Default path: C:\XXXX\Lucasarts\Star Wars Empire at War Forces of Corruption\Data\CustomMaps). To unnistall, delete the three files.

 

BUGS: Gas Collectors may not work for Zann Consortium, if you find more bugs, PM me or report here.

 

Thanks to Jeteye1 for suggestions in the map and PFF guys for general help.

 

<-Do not use this map in public mods without my permission!->

 

I wish that you have a lot of fun playing this map! And may the Force be with you! =D

 

OBS: I would like a lot if you post some constructive feedback about the map.

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  • 1 month later...

Uh... This topic seems a bit dead...  :P

 

Well guys, I'm really needing help with my "Bantha Docks" map... I'm very frustrated since I can't get the things to work!  :-\

- The Cloud Car props that are supposed just to scenery aren't showing in the map, and I don't want to make the Bespin Wing Guard hangar again;

- The land based Star Destroyers don't work;

- I was also willing to make hostile structures that the will spawn hostile spacers (a squad that have many different kind of people that you would see in a dock) and other exactly same structures that would be capturable (is this term correct? If not, I wanted to say that the player would be able to capture it) and spawn these squads to the structure's current owner - if I had succeeded in this, I would code capturable "Droid Shops" (would spawn Astrometrich droids, Protocol droids, and others that would use the spotter and the gas collector droid models) to the current owner;

- The alarm sound prop doesn't work.

 

If someone that has knowledge in modding (I lack in that) could help me, I would send the files to he/she takes look, since there are too much codes to be posted here (not that much, but more than 5).

 

Of course that if someone help me, I'll give a special thanks in the file's read-me when ready.  ;D

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Uh... This topic seems a bit dead...  :P

 

Well guys, I'm really needing help with my "Bantha Docks" map... I'm very frustrated since I can't get the things to work!  :-\

- The Cloud Car props that are supposed just to scenery aren't showing in the map, and I don't want to make the Bespin Wing Guard hangar again;

- The land based Star Destroyers don't work;

- I was also willing to make hostile structures that the will spawn hostile spacers (a squad that have many different kind of people that you would see in a dock) and other exactly same structures that would be capturable (is this term correct? If not, I wanted to say that the player would be able to capture it) and spawn these squads to the structure's current owner - if I had succeeded in this, I would code capturable "Droid Shops" (would spawn Astrometrich droids, Protocol droids, and others that would use the spotter and the gas collector droid models) to the current owner;

- The alarm sound prop doesn't work.

 

If someone that has knowledge in modding (I lack in that) could help me, I would send the files to he/she takes look, since there are too much codes to be posted here (not that much, but more than 5).

 

Of course that if someone help me, I'll give a special thanks in the file's read-me when ready.  ;D

 

- Check the affiliation of the cloud cars

- What did you want the Star Destoyers to do?

- Try looking at the mineral pad/outpost pad to do that (not sure if it can be done though)

- What I do is get the Kessel prop (the land one with those VSD's around it and hide it somewhere (makes the sound every once in a while)

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- Check the affiliation of the cloud cars

 

Their affiliation is currently neutral

 

- What did you want the Star Destoyers to do?

 

Fire at other ships with the category capital set. I gave them the necessary Behavior/LandBehavior attributes, made the hardpoints, made a projectile for land that don't do damage (making them as unlimited background).

 

- Try looking at the mineral pad/outpost pad to do that (not sure if it can be done though)

 

Good idea, I'll try. If that's not possible, than I make those structures able to build that units.

 

- What I do is get the Kessel prop (the land one with those VSD's around it and hide it somewhere (makes the sound every once in a while)

 

Oh I didn't know that Kessel prop makes sound... Thanks by the tip, I'll check it's code.

 

 

;D

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They don't do anything (I put two of them in a map, one being Hostile and the another one Sarlaac just to test - the Grand Army of the Sarlaac Empire!  :P).

Actually I tested the Kessel with ships around prop (it's the one you see in the 1st mission of ZC campaign, right?) and it doesn't make any sounds.  :P

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I got it to work. While checking the sound code in SFXEventEngines I realized that I forgot to put the sound format after the sound name!

Anyhow, thanks to people who tried to help me.  ;)

 

Now, is there any way via XML coding that I can make the sound more loud?  :)

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I got it to work. While checking the sound code in SFXEventEngines I realized that I forgot to put the sound format after the sound name!

Anyhow, thanks to people who tried to help me.  ;)

 

Now, is there any way via XML coding that I can make the sound more loud?  :)

 

Unfortunatly, the only way I know how is to turn the game volume up lol, but I don't think there is a way.

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You can do it through code I think.

http://i55.photobucket.com/albums/g154/codeuser/sigcopy.jpg

http://i12.photobucket.com/albums/a245/loverdog/pffuserbar2.jpg

[3:52:33 PM] Arbiter says: Paracetamoxyfrusebendroneomycin would cure all of his diseases....

[3:52:47 PM] Arbiter says: Except with the side effect of probable death.

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It's percent...

 

I think that means '100' is default. Don't blame me if your comp explodes though...

"I feel fantastic and I'm

Still Alive

and when you're dying I will be

Still Alive

and when you're dead I will be

Still Alive

STILL ALIVE"~GLaDOS

Anybody who thinks Palpatine is a sepratist knows NOTHING about star Wars

When in doubt- rocket it.

Dowload The Underworld's Might beta from Filefront!

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