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Droid803

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  1. Well, there's nothing we can do really to make people come here, but its nice and small, no noobs, no spammers, no retards, hostility like on FileFront. That's a plus, but if you really think its dying...then something should be done. Following devs? Yea, well, its the retards of the community, hm? Same thing happened around he mod crisis where everyone abandoned the good mods for shit like AGD...but this is different, kinda, there's a reason to follow the devs. They have exclusive content and 100% acess since, well, they made the firggin game.
  2. Yes, I like bump maps more than shaders. Some people can't see shaders. Like me. Yea, its a miracle I'm playing EaWFoC anyway - I'm on a GeForce 4 Mx 440.
  3. Dang, oh well, would have been cool...
  4. Well, for mine, I didn't use any ofthe container-required abilities. I don't think the Infiltrator uses a container, not sure...but when I tried using a container, I got a ring and my infantry, all working, the ring follows the single soldier (ok), BUT it also sometimes refuses to follow the unit, and the FoW Reveal follows the ring, so my infantry heads into the fog...and dissapears. So I just scrapped the whole conatiner and no such problem, the infantry retained its own sight range. Maybe it was just a coding blunder on my part in the container (but it was a direct copy...and I tried using both the SQUAD version and the normal version. Same problem...), no container, pouf it worked. Well, I'd guess it wound't hurt to try a container right? Its not going to get worse than it is. Psst. should be "Rebel" not "Rebels"
  5. There goes all my hopes and dreams of even being able to see this thing. Damn. It'll probably just be a friggin grey blob.
  6. Haha paranoia, it seems.
  7. Man, Lazy People... This is for Empire, YES I CODED THIS IN 5 MINUTES LESS. INTO GROUNDVEHICLES.XML <GroundVehicle Name="AAT"> <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level> <Blob_Shadow_Scale>65.0, 65.0</Blob_Shadow_Scale> <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name> <Text_ID>TEXT_UNIT_AAT</Text_ID> <Encyclopedia_Good_Against> AT_ST_Walker SPMAT_Walker Pod_Walker </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> AT_AT_Walker UC_Empire_Buildable_Anti_Vehicle_Turret </Encyclopedia_Vulnerable_To> <Encyclopedia_Text>TEXT_TOOLTIP_AAT</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HEAVY_VEHICLE</Encyclopedia_Unit_Class> <Land_Model_Name>cis_aat.ALO</Land_Model_Name> <Mass>1.0</Mass> <Scale_Factor>1</Scale_Factor> <!-- Temp scale change for scale test - change back once models resized --> <!--<Is_Sprite>No</Is_Sprite>--> <Type>Hover</Type> <Deploys>No</Deploys> <Affiliation>Rebel</Affiliation> <Political_Control>0</Political_Control> <Ranking_In_Category>6</Ranking_In_Category> <Max_Speed>1.80</Max_Speed> <Movement_Animation_Speed> 2.30 </Movement_Animation_Speed> <Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn> <Space_Layer> Land </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <OverrideAcceleration> .1 </OverrideAcceleration> <OverrideDeceleration> .1 </OverrideDeceleration> <FormationSpacing> 1.1 </FormationSpacing> <FormationOrder> 5 </FormationOrder> <FormationGrouping> Standard </FormationGrouping> <FormationRaggedness> 1 </FormationRaggedness> <MaxJiggleDistance> 5 </MaxJiggleDistance> <MinimumPushReturnDistance> 100 </MinimumPushReturnDistance> <UseSecondaryFacing> true </UseSecondaryFacing> <SecondaryTurnInPlaceROTCoefficient> .4 </SecondaryTurnInPlaceROTCoefficient> <SecondaryTurnAngle> 90 </SecondaryTurnAngle> <MinSecondaryTurnROTCoefficient> .4 </MinSecondaryTurnROTCoefficient> <MaxSecondaryTurnROTCoefficient> .9 </MaxSecondaryTurnROTCoefficient> <SecondaryTurnLookaheadDistance> 60 </SecondaryTurnLookaheadDistance> <Custom_Hard_XExtent> 20.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 15.0 </Custom_Hard_YExtent> <Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds> <Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates> <Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX> <Remove_Upon_Death>true</Remove_Upon_Death> <Ranged_Target_Z_Adjust>12.0</Ranged_Target_Z_Adjust> <Armor_Type> Armor_2M </Armor_Type> <Shield_Armor_Type>Shield_Tank</Shield_Armor_Type> <Size_Value>60</Size_Value> <Damage>10</Damage> <Sensor_Range>80</Sensor_Range> <Shield_Points>100</Shield_Points> <Tactical_Health>200</Tactical_Health> <Shield_Refresh_Rate>8</Shield_Refresh_Rate> <Energy_Capacity>999</Energy_Capacity> <Energy_Refresh_Rate>999</Energy_Refresh_Rate> <Behavior> SELECTABLE </Behavior> <LandBehavior>ABILITY_COUNTDOWN,AFFECTED_BY_SHIELD, HUNT, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, TURRET, POWERED, SHIELDED, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, TELEKINESIS_TARGET,STUNNABLE, WIND_DISTURBANCE, SURFACE_FX,DAMAGE_TRACKING</LandBehavior> <Property_Flags>GoodInfantryCrusher</Property_Flags> <Is_Affected_By_Gravity_Control_Field> Yes </Is_Affected_By_Gravity_Control_Field> <!-- This is considered a repulsorlift-driven unit --> <Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees> <Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees> <Turret_Bone_Name>Turret_00</Turret_Bone_Name> <Barrel_Bone_Name>MuzzleA_00</Barrel_Bone_Name> <Turret_Rotate_Speed>5.0</Turret_Rotate_Speed> <Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis> <Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis> <Turret_Targets_Ground_Vehicles> 1 </Turret_Targets_Ground_Vehicles> <Turret_Targets_Ground_Infantry> 9999 </Turret_Targets_Ground_Infantry> <Turret_Targets_Air_Vehicles> 9999 </Turret_Targets_Air_Vehicles> <Turret_Targets_Anything_Else> 2 </Turret_Targets_Anything_Else> <Targeting_Fire_Inaccuracy> Infantry, 10.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Vehicle, 1.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Air, 70.0 </Targeting_Fire_Inaccuracy> <Targeting_Fire_Inaccuracy> Structure, 5.0 </Targeting_Fire_Inaccuracy> <Projectile_Types>Proj_M1_Laser_Cannon</Projectile_Types> <Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count> <Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds> <Projectile_Fire_Recharge_Seconds>0.5</Projectile_Fire_Recharge_Seconds> <Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range> <Targeting_Max_Attack_Distance>180.0</Targeting_Max_Attack_Distance> <Hardpoints> HP_AAT_00, HP_AAT_01 </Hardpoints> <SurfaceFX_Name>Hover</SurfaceFX_Name> <Death_Explosions>Large_Explosion_Land</Death_Explosions> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead> <CategoryMask> Vehicle </CategoryMask> <Icon_Name> i_button_1-m_med_repulsor_tank.tga </Icon_Name> <MovementClass>Hover</MovementClass> <OccupationStyle>1x1</OccupationStyle> <Victory_Relevant>yes</Victory_Relevant> <No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level> <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled> <Ground_Vehicle_Turret_Target> Yes </Ground_Vehicle_Turret_Target> <Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher> <Wind_Disturbance_Radius>50</Wind_Disturbance_Radius> <Wind_Disturbance_Strength>10</Wind_Disturbance_Strength> <Wind_Disturbance_Sphere_Alpha>0.4</Wind_Disturbance_Sphere_Alpha> <SFXEvent_Fire>Unit_AT_AT_Fire</SFXEvent_Fire> <SFXEvent_Select>Unit_Select_2M_Tank</SFXEvent_Select> <SFXEvent_Move>Unit_Move_2M_Tank</SFXEvent_Move> <SFXEvent_Fleet_Move>Unit_Fleet_Move_2M_Tank</SFXEvent_Fleet_Move> <SFXEvent_Attack>Unit_Attack_2M_Tank</SFXEvent_Attack> <SFXEvent_Guard>Unit_Guard_2M_Tank</SFXEvent_Guard> <SFXEvent_Turret_Rotating_Loop> Vehicle_Turret_Motor </SFXEvent_Turret_Rotating_Loop> <SFXEvent_Engine_Idle_Loop> Unit_2M_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop> <SFXEvent_Engine_Moving_Loop> Unit_2M_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop> <SFXEvent_Assist_Move> Unit_Assist_Move_2M_Tank </SFXEvent_Assist_Move> <SFXEvent_Assist_Attack> Unit_Assist_Attack_2M_Tank</SFXEvent_Assist_Attack> <SFXEvent_Unit_Lost> EHD_Unit_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Tactical_Build_Started> EHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started> <SFXEvent_Tactical_Build_Complete> EHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete> <SFXEvent_Tactical_Build_Cancelled> EHD_Reinforcements_Cancelled </SFXEvent_Tactical_Build_Cancelled> <Death_SFXEvent_Start_Die>Unit_Tank_Death_SFX</Death_SFXEvent_Start_Die> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Overall_Length>40.0</Overall_Length> <!-- For vehicle pitching up and down on terrain --> <Overall_Width>25.0</Overall_Width> <!-- For vehicle rolling left and right on terrain (30 by geometry)--> <Has_Land_Evaluator>Yes</Has_Land_Evaluator> <AI_Combat_Power>125</AI_Combat_Power> <Idle_Chase_Range>0.0</Idle_Chase_Range> <Guard_Chase_Range>200.0</Guard_Chase_Range> <Attack_Move_Response_Range>150.0</Attack_Move_Response_Range> <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold> <Targeting_Priority_Set>AntiVehicleStructure</Targeting_Priority_Set> <Autonomous_Move_Extension_Vs_Attacker>100.0</Autonomous_Move_Extension_Vs_Attacker> <Select_Box_Scale>60</Select_Box_Scale> <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust> <Weather_Category>Walker</Weather_Category> <Score_Cost_Credits>125</Score_Cost_Credits> <Vehicle_Thief_Inside_Clone>M1_Repulsor_Tank_Captured</Vehicle_Thief_Inside_Clone> <Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle> <Influences_Capture_Point> False </Influences_Capture_Point> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- IMPORTANT! If you modify the ability below, please make same adjustments to unit's "Captured" clone. --> <!-- I know this is awkward, hopefully we'll get a chance to re-write the code to fix it. -Oksana --> <!-- Primary ability --> <Unit_Ability> <Type>POWER_TO_WEAPONS</Type> <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, -2.0f</Mod_Multiplier> <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 1f</Mod_Multiplier> <Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier> <Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER , 3.0f</Mod_Multiplier> <Recharge_Seconds>60</Recharge_Seconds> <Expiration_Seconds>10</Expiration_Seconds> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_2M_Tank</SFXEvent_GUI_Unit_Ability_Activated> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L1_Bonus"> <Initially_Enabled> No </Initially_Enabled> <!-- Must be enabled via the EL_Heavy_Reflective_Armor_L1_Upgrade --> <Activation_Style>Take_Damage</Activation_Style> <!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. --> <Redirect_Chance>0.0</Redirect_Chance> <Block_Chance>0.15</Block_Chance> <Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees> <Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees> <Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots> <!-- We can block/redirect shots from the following units types: --> <Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate> </Redirect_Blaster_Ability> <Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L2_Bonus"> <Initially_Enabled> No </Initially_Enabled> <!-- Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade --> <Activation_Style>Take_Damage</Activation_Style> <!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. --> <Redirect_Chance>0.0</Redirect_Chance> <Block_Chance>0.30</Block_Chance> <Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees> <Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees> <Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots> <!-- We can block/redirect shots from the following units types: --> <Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories> <Applicable_Unit_Types /> <SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate> </Redirect_Blaster_Ability> </Abilities> <Converted_To_Enemy_Die_Time_Seconds>45</Converted_To_Enemy_Die_Time_Seconds> </GroundVehicle> INTO GROUNDCOMPANIESEMPIRE.XML <GroundCompany Name="Imperial_AAT_Group"> <Text_ID>TEXT_IMPERIAL_ARMOR_GROUP</Text_ID> <Encyclopedia_Good_Against> T2B_Tank MPTL Pod_Walker </Encyclopedia_Good_Against> <Encyclopedia_Vulnerable_To> T4B_Tank Plex_Soldier UC_Rebel_Buildable_Anti_Vehicle_Turret </Encyclopedia_Vulnerable_To> <GUI_Row> 1 </GUI_Row> <Is_Dummy>Yes</Is_Dummy> <Damage>40</Damage> <Autoresolve_Health>100</Autoresolve_Health> <Affiliation>Empire</Affiliation> <Build_Cost_Credits>500</Build_Cost_Credits> <Piracy_Value_Credits>50</Piracy_Value_Credits> <Build_Time_Seconds>50</Build_Time_Seconds> <Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories> <Build_Tab_Land_Units>Yes</Build_Tab_Land_Units> <Tech_Level>2</Tech_Level> <Required_Timeline>0</Required_Timeline> <Required_Ground_Base_Level>1</Required_Ground_Base_Level> <Required_Star_Base_Level>0</Required_Star_Base_Level> <Required_Special_Structures>E_Ground_Heavy_Vehicle_Factory</Required_Special_Structures> <Required_Planets /> <Behavior>DUMMY_GROUND_COMPANY</Behavior> <Formation_Priority>3</Formation_Priority> <Is_Escort>yes</Is_Escort> <Ship_Class>tank</Ship_Class> <Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit> <Company_Units>AAT, AAT, AAT, AAT</Company_Units> <Max_Squad_Size> 1 </Max_Squad_Size> <Icon_Name>i_button_1-m_med_repulsor_tank.tga</Icon_Name> <SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Vehicle_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>Unit_Complete_2M_Tank</SFXEvent_Build_Complete> <SFXEvent_Fleet_Move>Unit_Fleet_Move_2M_Tank</SFXEvent_Fleet_Move> <Score_Cost_Credits>500</Score_Cost_Credits> <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>POWER_TO_WEAPONS</Type> <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.5f</Mod_Multiplier> <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER, 0f</Mod_Multiplier> <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER, 1f</Mod_Multiplier> <Mod_Multiplier>SPEED_MULTIPLIER, 0.5f</Mod_Multiplier> <Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER , 3.0f</Mod_Multiplier> <Recharge_Seconds>60</Recharge_Seconds> <Expiration_Seconds>10</Expiration_Seconds> </Unit_Ability> </Unit_Abilities_Data> <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--> <Tactical_Build_Cost_Multiplayer>1200</Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds> <Tactical_Build_Prerequisites>EC_Level_Two_Tech_Upgrade</Tactical_Build_Prerequisites> <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue> <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--> <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--> <!--<MULTIPLAYER SKIRMISH VALUES END>--> <Encyclopedia_Text>TEXT_TOOLTIP_M1_REPULSOR</Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TANK</Encyclopedia_Unit_Class> <Maintenance_Cost>0.05</Maintenance_Cost> <Population_Value>1</Population_Value> </GroundCompany> INTO HARDPOINTS.XML <HardPoint Name="HP_AAT_00"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Fire_Bone_A>MuzzleB_00</Fire_Bone_A> <Fire_Bone_B>MuzzleB_00</Fire_Bone_B> <Fire_Cone_Width>4.0</Fire_Cone_Width> <Fire_Cone_Height>10.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Blaster_Cannon_Red_T2B</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>3</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>5</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>200.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_AT_ST_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Infantry, 3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Air, 100.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Vehicle, 3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Structure, 3.0 </Fire_Inaccuracy_Distance> </HardPoint> <HardPoint Name="HP_AAT_01"> <Type> HARD_POINT_WEAPON_LASER </Type> <Is_Targetable>No</Is_Targetable> <Is_Destroyable>No</Is_Destroyable> <Fire_Bone_A>MuzzleB_01</Fire_Bone_A> <Fire_Bone_B>MuzzleB_01</Fire_Bone_B> <Fire_Cone_Width>4.0</Fire_Cone_Width> <Fire_Cone_Height>10.0</Fire_Cone_Height> <Fire_Projectile_Type>Proj_Blaster_Cannon_Red_T2B</Fire_Projectile_Type> <Fire_Min_Recharge_Seconds>3</Fire_Min_Recharge_Seconds> <Fire_Max_Recharge_Seconds>3</Fire_Max_Recharge_Seconds> <Fire_Pulse_Count>5</Fire_Pulse_Count> <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds> <Fire_Range_Distance>200.0</Fire_Range_Distance> <Fire_SFXEvent>Unit_AT_ST_Fire</Fire_SFXEvent> <Fire_Inaccuracy_Distance> Infantry, 3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Air, 100.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Vehicle, 3.0 </Fire_Inaccuracy_Distance> <Fire_Inaccuracy_Distance> Structure, 3.0 </Fire_Inaccuracy_Distance> </HardPoint> Go download the model off FileFront...and put it with the other models. You enable this in skirmish by chaing one line.
  8. lol I have no idea what that is either...but is it fingering me? Ahhh...this bonus chapter is running longer than usual...
  9. What's hardest about LUA-Mapping? Everything? lol. I hardly get it myself. I know how to set up the maps tho...(with all the lil flags)
  10. LUA magic mostly. It'll be some sort of "building" on it. Hopefully I can figure out how to do it (I'm actually in need of help :S)
  11. Ah yea well, I was mapping it based on these two screenshots, not exactly the best... I can't even see the shoreline...only the dead ISD.: http://images.wikia.com/starwars/images/b/b6/BattleofKothlis.jpg http://images.wikia.com/starwars/images/3/33/Kothlis_battle.jpg I'll can add more mountains...It's my first time using heightmaps go easy one me... And I think it's my gfx card. Nvidia GeFore4 Mx 440 anyone? (64MB Memory, no shader support. LOLZ!) The map needs improvemnt as well, but good thing : It plays. It didn't crash. It didn't reboot my computer. I have RS I for PC and N64 (yes both)
  12. Thanks. I'm writing an "extra chapter" set seven hundred years after this. That would be the "final ending" if it was from the SW Universe, but treat it as "non-canon" to both the first story and SW Probably another short story all together... :-\
  13. Super-Necro-Bump. I haven't ditched this yet I made the Kothlis map already, from the two screenshots on wookiepedia, I couldn't be bothered to go to someone else's house to play RS2 just to look at the map... http://img.photobucket.com/albums/v423/kc1991/sweawfoc-20070210-144359.png Ok, I apologize, that just looks like some interceptors flying over water... http://img.photobucket.com/albums/v423/kc1991/sweawfoc-20070210-123154.png There, is that better?...wait, hm, sorry wrong one, thats just the opposite shore...ok, one sec, I'll get the real deal... http://img.photobucket.com/albums/v423/kc1991/Motivator_Dead.jpg Anyhow, I've also coded the Multiplayer Structure Markers for starting Ground Fighters...as well as the fighters themselves. And the Dead ISD prop for the Motivator wreck. I think most maps will have a "Campaign Mode" version and a "Skirmish" version...
  14. AH DAMN. That looks good. (but purple O_O) I can run everything but shaders, don't tell me you used shaders!
  15. Chapter Five: Basking in his own power and glory, Zall continued to laugh to himself, at his own folly, like a madman... Yep, that's it. That's all. One sentence.
  16. Wow this mod will be awesome... I don't have a clue how to half of this stuff, I though it was all hardcoded :S
  17. Yes, but is there a "terrain type" XML file?
  18. But if it is the SW universe he'd be a Dark Jedi, an Inquisitor, or an Emperor's Hand... I'm Basically Done the story. One More Chapter After this...Its done, but I'll keep you waiting for it, and you'll hate me for the ending XD. Chapter Four: "The blast doors should hold them out of the bridge. Our troops are fighting off the boarders. They'll be dealt with shortly." "That's relieving." Zall took back the words as a huge explosion rocked the ship. "My lord, it appears that-" "I can see," Zall said, glacing at the flashing light on the control panel, indicating a large portion of the hull had been blasted off. "Hull intergrity is compromised, we must leave." Remebering the message, Zall cut the Captain off. "No, there is something I must do first." "Very well then, I shall prep the escape shuttle. We'll be waiting in the main hangar area." Zall scrambled back into his room, the ship rocking voilently as it came under unrelenting enemy fire. He once again entered the chamber where the voice was, and, as expected, it began to speak again. "This is most unfortunate of circumstances. You have not had suficient time to think, therefore, I will show you one thing. And after viewing this one thing, you shall choose rather to remeber or not. There is no time, so I will show you this now." A projection appeared in front of Zall, and what it showed apalled him. The video played for approxamately a minute, and ended. The voice returned and siad, "You do not need to tell your choice. You will have time enough to make the decision, but remeber, you ultimately choose your path. Now, I believe it is time for you to evacuate this vessel." Zall sprinted from his room and headed for the main hangar, somehow knowing the direction towards escape. An explosion rocked the ship as Zall setteled into a seat. "That's everyone? Ok we're leaving!" As the shuttle left the hangar, the ship split in two, spiralling into the atmosphere of Ennae. Something vague sparked in Zall once again, but he pushed it away, remebering what he saw in the video. Zall felt a slight but of loss after his ship was destroyed, but he took comfort in that the 800 enemy soldiers onboard were killed in the blast, and most of his own forces had managed to get to shuttles or escape pods. "My lord, reinforcements have arrived and the enemy fleet has been destroyed. The Battlecruiser Remeberance is ready to recive our shuttle. I believe that it has already been organized for it to be your new flagship." Zall chuckled at the irony of it all. What are the chances? He shook his head and smiled. "very well." As the shuttle neared the hangar of the massive ship, Zall's memory once again nudged him to remeber. The overwhelming dread of his choice to forget caused him to panic. He had not made up his mind yet, and yet the decision was upon him. If he was to push it away, he knew he would never remember, but was that a good thing? Sticking to his original decision, he let the meories flow into him, he accepted them and in turn they provided him with knowlegde and power. Words flashed by his mind, something about warning forbidden knowledge. He felt the sting of betrayal, the thrill of bloodlust, the feeling of true power. Then it all faded. Zall found himself laughing, chuckling at the collection of memories. "We are docked in the Remberance. You may now disembark." Zall, now knowing the significance of that name, and his reason of forgetting, laughed at his own foolishness in accepting the memories. He laughed. He laughed like a madman...
  19. I have never made anything original, but I take stuff from obscure sources and mash them together. As such, they appear original. The only organic things I can draw that are passable for what they should be are Worms, Wurms, Slivers (Wurms with sickles), Lizards, and Lizard-men....I think I can draw bacteria and some protists too...yea, maybe a paramecium or eugllena...but that's all...
  20. I know for SURE the 2M code will work, since I've done it before, as long as you're using KoF's model. He specifically said to base itoff the 2M in the readme that came with the file, so yes, it works perfectly (the only little nitpick is that its anti-infantry laser will only fire out one side, but adding ONE hardpoint fixes that)
  21. Yuki, Muon, Madobe Nite. - Chihara Minori (Somehow, I like this song)
  22. er-erm...ok, Avenger, I managed to get the Wheel (Infantry Crusher) from Dr. Nick...If I can get your email or XFire I can send it to you. (I might be able to re-detail the skin a bit too...but all I can really do is edit Hue and Saturation lol.)
  23. Base it on the rebels? lol You can change most of the other things...
  24. Yea, I tried having a container for a one-person squad...the results were...horrible. Don't do it.
  25. With the hole texture the "land wall" will be invisible.

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