You could code it to fire missles. Replace <Projectile_Types>Proj_EWEB_Blaster</Projectile_Types>
<Projectile_Fire_Pulse_Count>20</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.15</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>0</Projectile_Fire_Recharge_Seconds> with <Projectile_Types>Proj_Plex_Missile</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>3</Projectile_Fire_Recharge_Seconds>
I tested it, and it took like 10 minutes. First I thought seconds, then minutes, then galactic days, but now I'm not sure it means anything. D803 has. I tried, and failed. That reminds me, I should fix that...
No... There're always command posts-Reinforcement points(sorry, I play BFII) in random positions, and it won't let me put my buildings anywhere. There are no slots... If there were, they'd be in random positions.
Than it's easy. Take a screen of the ALO viewer(PrtScn), crop it in paint, put it in photoshop, change the canvas size to something that ends in zeroes, then change the size to 50x50. Oh, and then add an alpha channel.
Ok, I'm having a problem with Base Layout screens. I've edited a lot of maps, and all of them have glitchy Base Layout views. I thought base layouts were awsome, but if there's no way to fix them, how do I remove the entire feature?
Where'd you get the old model with shields??? Keeper's doesn't have a shield. Could I please have the model with the shield? Anyways, I think it has to do with the mesh name. This line of code <Shield_Sub_Mesh>Sphere01</Shield_Sub_Mesh> Change that to the name of the shield mesh
Three easy steps for the explosion. 1. Use a .MEG extractor to extract P_PARTICLE_EXPLOSION1.DDS from Textures.meg in standard EaW(FoC reads it from EaW) 2.Copy P_PARTICLE_EXPLOSION1.DDS to \data\art\textures 3. Rename it P_PARTICLE_EXPLOSION2.DDS EDIT: If it's ok with you, I think I'll use this in my mod.
I'm not sure what happened to the BF community after BFII(probably a lot more modders), but I know there are a ton of expierienced Re-skinners there. (I was one of them ;D.) There might be scratch skinners. I know that there were a FEW new models. Also, BF's coding is similar to EaW's. The format is a little different, but I'm sure ODFers can easily become XMLers(I used to use BFIIs ODFs)
Brilliant! OFFTOPIC:... This brings back a lot of memories. I nearly joined the BF community. My mods took up too much hard drive space, and all clunked out. Nearly a year later, I heard of a new game, Star Wars:Empire at War... Sorry I wasted your time with that pointless flashback...