Jump to content

Obi-Wan Kenobi

Members
  • Posts

    57
  • Joined

  • Last visited

Legacy Profile Fields

  • INTERESTS
    R.I.P Eddie: Tribute song is in my sig.

Obi-Wan Kenobi's Achievements

Contributor

Contributor (5/14)

  • First Post
  • Collaborator
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. Oh yeah, just take this as a note: Never mod multiple things at once, do it one by one. Or else you will have to sit at your comp for another day or so tryin to find the problem, or you'll have to delete your XML files and restart your mod/project.
  2. One question. What software do you use to model? I use that rhino crap to add OPT's to XWA, but what software do you use for EAW. Just the modelling, not the importer or anything like that.
  3. Yeah, but then it'd take a lot of coding and stuff, virtually adding a new feature to the game. Also, some very experienced modder would need to add interiors to the bigger ships, or else no watching the battle and random outcomes would be happening. In fact, just thinking of this leads me into another thing that needs to be done, making this feature have high chances of not being done/created/started.
  4. How about boarding parties in space? Usin a Corellian Corvette maybe, you could send a bunch of troops to an enemy ship, and watch the battle inside using the cinematic cam or the unit cam. Of course it would only work once the mod tools come out and people add visible hanger bays to ships......
  5. It should look like this. Take a tartan for example: Fighter fighter ABILITY_COUNTDOWN, SELECTABLE, FIGHTER_LOCOMOTOR, POWERED, SHIELDED Then delete simple_space_locomotor and put fighter_locomotor, in the line of code .
  6. I tried that but it didnt work. I'm on my way to my first realism mod, so I can get better at modding. I would also love to have lessons through msn or something. ;D *EDIT* I now know how. Change any ship's class and space layer to fighter, then in the space behavior line of code change simple_space_locomotor to fighter_locomotor. Then add fighter_locomotor to the line of code above space behavior, entitled . All done.
  7. Whats with the unit called "I dont exist"?
  8. I've managed to make the x wing a ground fighter, but when I come to deploy it or bring it down from space, there is no model! What have I done wrong? I've given it a ground model name and everything!
  9. Does anybody know? I've seen it in MistenTH's brilliant mod? Preferabally MistenTH could answer this?
  10. I've just done it, and it works for me. Hope it helps. ;D
  11. How about changing the fires_forward line of spaceunitsfighter.xml to yes, or changing the turret rotate degrees line to 0.
  12. Well I got the bugger working at my dads, I think it's a compatability issue with my laptop at my mums ouse.
  13. Could you say what his name started with? I'll do my best to find him for you.
  14. Well on the LA forums LEC Rouge already said the editor is on it's way, so I can't be that long. When it's out, then big total conversions like IA2 will be further to completion, but heck, I signed the petition anyway.
  15. This screenie is on hard, just look at the action! http://img46.imageshack.us/img46/9770/eaw2006031709563510small5tg.jpg

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...