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HK-47

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Everything posted by HK-47

  1. I downloaded the mod but I didn't test most of it yet, although I experienced a 'bug' when I clicked to exit the game. The screen stood black, I waited more than usual and it didn't quit to Windows, I CTRL+ALT+DEL and ordered to finish the program (although without seeing any window ). I'll report if that happens again... Maybe it's not an error with the mod, just because I had some XMLs of my personnel minimod opened that time...
  2. Downloading... Blargh I need a faster internet connection... Hey, I have another suggestion (this one I did to my FoC game), it may be a *bit* useless, but since your mod really cares about 'realism', what do you think about changing the AT-STs transport shuttle to the AT-AT Barge, instead of the Sentinel Lander?? ;D
  3. Nice Lucrehulk! Although, the Eclipse's engine glows are a bit...too big...
  4. Well, there's already one ISD in map, it is powered, although it wasn't showed in these pics, and it will be fighting a MonCal, as background... I hope it works. And, hey, the actual ingame ISD model has the hangar showing off, but since it's 'under the ship', that won't be easy (or even possible to do). Or do you refer to BFII's ugly and uncannon ISD that has ONE hangar in ONE of the sides?? I'm not going to replace the TIE Scout with an Interceptor, because since that's a Merchant Dock (well, at least until now), TIE Scouts would be usefull to act as transports... Sometimes I think I should remove the TIE Advanced, but it would act as a fighter for someone important to the Empire that could go there... Or simply because I like TIE Advanced and TIE Scouts... ;D I'm planing to code some land TIEs and other craft to the Rebels/ZC and use an invisible building that will be located inside the hangars (with multiplayerstructuremarkers) that won't have victory relevant and won't be destructable that you will be able to build them. Although, you will have a certain number of TIEs/other fighters that will be buildable (to people won't spam it) and several hostile AA turrets around the map ;D... But there's still too much W.I.P. with this map, since I wish to do my best to make a really good and 'unique' land map. :
  5. http://img86.imageshack.us/img86/4556/hangarroofhv7.png Ahh, since I didn't find any roof models (that was expected), I used some urban halfwall props in custom scale... I might add some more details to it... http://img329.imageshack.us/img329/3395/hangarfrontunfinishedat7.png The TIE Hangar inside decoration is already finished. Many TIE Fighters, one TIE Bomber, 2 TIE Scouts (one in the rack and one grounded) and one TIE Advanced. What do you guys think?
  6. Ah very interesting... I don't know how to do, but some time I'll try. ;D
  7. You mean do this using a story event like in the campaign? Using some trigger or... LUA ( )?
  8. I have no idea... :-\ ...Although they would be cool, basically, sandtroopers with an rocket launcher and mines ability... ;D
  9. ;D Does the mod adds grenade launchers to the AT-STs? And "correct" the AT-ATs cannons? Rockets to the A-Wing? : Ah and does it adds BFII's Shocktroopers?
  10. Is there some way that I can set a ship to be buildable in GC only after certain other ship of the same faction was destroyed? ???
  11. Great! You should remove Moff Tarkin too, same motive. :
  12. Yes it is. I always wanted to create my own hero since I won EaW as a prize in one contest, almost one year ago. In my mind, I created Hezar, a former Old Republic Scientist and excellent Fleet Commander that raised in the Imperial Ranks quickly due to his skills. But that time, I didn't know how to do any modification to the game unless changing the space pop cap. Now that I have a good computer and I know something, I coded him. Since the first REBEL Campaign Mission, I liked the Tartans (and I hate that junk pile named Carrack Cruiser) except because they are weak, so I realized that I should give Hezar a Tartan, but a strong one, that should be capable of destroying Nebulon-Bs, Assault Frigates and most of Rebel Scum ships, but should be still weak against MonCal Capital Ships. To give some background and satisfy my want of burn holes through Rebel scum, I coded the Tartan Strike Cruisers, Hezar's first project that acquired mass production. And than the Tartan Strike Cruiser MKII, that didn't acquired mass production because of the two prototypes, one was stolen by the Rebels (still coding to the game) and most schematics and the facility that they were being constructed were destroyed in a devastating Rebel raid in the Damorian Manufacturing Corporation shipyards (they stole the another prototype there too). I would like to name the ship Mercieless, but Tyber Zann's flagship already has this name (unless I changed it name to the concept one, The Peacebringer, but I prefer Mercieless), so I gave the ship the name Helpless, because if some idiot stupid blasted scum commander or captain of some piece of junk see the ship alone, he/she must think "Hey guys, time to play with another helpless Tartan", but they would be floating in the space dead before they could say this due to the Helpless' turbolasers and laser emitters considerable fire range...
  13. Thanks! I did it and it works fine. Now I also have my Tartan Strike Cruisers with Point Laser Defense Systens, I did the same to them using Root as the bone, I also changed the projectile color to blue .
  14. The link for the last version of his mod is the one in the 3rd page... I think... ;D
  15. D803 has a 'bribery shuttle' (the one that you use in the last ZC mission to capture the Eclipse) in his mod that uses Tyber bribe ability to bribe ships in space, so the TIE Scouts could have that ability. One time I saw something about these TIE Boarding Craft, but I just said that to give the TIE Scouts some use, since like JC said, their job can be done with Probe Droid, and I don't think that someone would spend credits just to build 3 fighters (I think their squadron have three fighters) that can't well take Y-Wing but have a Sensor Ping ability that don't help that much (come on, grab some ships and hunt the enemy! ;D). Did you add some new units that can do Bombing Runs? If so, there can be something wrong in their code.
  16. Bump! I added my units to that LUA and I put the files in Data/Scripts/AI/SpaceMode and it worked currectly, thanks! Now I'm having problens with the tractor beam ability. I wanted to put it in my space hero, I copied the Star Destroyer tractor beam code, it shows ok ingame, but I can't use it. The buttom stays 'gray'. Even in Autofire... http://img181.imageshack.us/img181/9351/helplesstractorsi9.png This is the code that I used: <!-- Non-Hero unit abilities description --> <Unit_Abilities_Data SubObjectList="Yes"> <!-- Primary ability --> <Unit_Ability> <Type>TRACTOR_BEAM</Type> <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier> <GUI_Activated_Ability_Name> SD_Tractor_Beam_Attack_Ability </GUI_Activated_Ability_Name> <!-- GUI Command Bar support --> <Recharge_Seconds>8</Recharge_Seconds> <SFXEvent_GUI_Unit_Ability_Activated>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated> <SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Tractor_Beam </SFXEvent_Special_Ability_Loop> <Supports_Autofire>True</Supports_Autofire> </Unit_Ability> </Unit_Abilities_Data> <Abilities SubObjectList="Yes"> <Tractor_Beam_Attack_Ability Name="SD_Tractor_Beam_Attack_Ability"> <Activation_Style> User_Input </Activation_Style> <Applicable_Unit_Categories>Transport | Corvette | Fighter</Applicable_Unit_Categories> <Applicable_Unit_Types>Millennium_Falcon, IG2000, Hounds_Tooth</Applicable_Unit_Types> <Excluded_Unit_Types>Buzz_Droids</Excluded_Unit_Types> <Activation_Min_Range>1</Activation_Min_Range> <Activation_Max_Range>850</Activation_Max_Range> <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" --> <Target_Speed_Decrease_Percent>1</Target_Speed_Decrease_Percent> <Stacking_Category>0</Stacking_Category> </Tractor_Beam_Attack_Ability> </Abilities> Let me guess, I need a damn LUA to make it work? If so, can I copy the ISD tractor LUA if there are one - and where is it?
  17. Wow! This game look likes amazing! Yeah, I get mad when I saw that!!! First RS II and III, now Force Unleashed!!! >
  18. O.O Poor Fneg'nil... Very good man, I hope you continue... Zall is really a madman... He don't stop laughing... And he resemble Darth Nihilus *a bit*...
  19. You can see the TX130 tank beeing used in GCW era in both Battlefront games... Are you going to remove TIE Fighters/Interceptors/Bombers from being buildable in skirmish or at least "remove their hyperdrive" (I mean No or something like that...) to give a more realistic look? Ah, and I have an idea: TIE Scouts are currently useless in the game. What do you think about giving them the ability to board small vessels such as CR90 Corvettes and Crusaders? Basically, it would be the same ability that Tyber Zann has in land - bribery. But it wouldn't work in large ships... Just an idea... :
  20. Don't you think Aratech Battle Platforms should be for the Empire instead of Rebels? Since it was Imperial Technology, you could just switch their names to 500 or 510 Battle Platform, and make them smaller and weaker, like if they were older versions... Ah, and put a build limit, so people wouldn't be able to spam them... ...Just a suggestion. ;D
  21. Uh... A roof for a hangar... Yes, it can be a Coruscant style if there aren't any other. Do you have any link to KoF's roof??
  22. I made some minor changes to my stock FoC game and in these changes, I added some 'new' stuff like Tartan Strike Cruisers; one new hero, Admiral Hezar that has a prototype Tartan Strike Cruiser MkII that can take medium sized ships easily (example: Assault Frigates) and when his ship is destroyed, he "escapes" in his TIE Advanced x2 (the death projectile 'trick', discovered by D803), and one hero squadron to the Rebels, Wampa Squadron , formed by three smugglers (one Rihkxyrk Attack Ship, one Y-Wing and one z-95 Headhunter, all heavily modified and they have the deploy seismic charges ability - three at once ;D) after the Battle of Hoth. I wanted the AI to build these new units, and taking the Tartan Strike Cruisers as example, I thought I would only need to make a copy of the game original Tartan LUA and change a few lines - names. The problem is that I can't find the Tartan LUA (Or any other unit LUA) even in the Scripts folder of EaW (Source folder under Mods). Can someone help me? ???

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