
HK-47
Members-
Posts
486 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Blogs
Gallery
Events
Downloads
Everything posted by HK-47
-
Spacestructure.xml - where's this thing???
HK-47 replied to HK-47's topic in EAW Mods General Workshop
Modify the Coruscant map? No no no... I took a look in it and I think it would be easier (at least to me) to try to do from a blank map... But that would take a lot of time to finish and without the battle outside, I don't think it would be that cool... But who knows?! The future always in motion is... -
I already have a couple mods in my mod folder that works fine with the maps from my space map pack without problens since I add my changes... TUM (I liked this word) is one of them... But some times I think I'm going to do a personal mod that will take everything I liked in other mods and put them in a single mod, but I think I still don't have the skills to do it fine... Until now, I only moded the Tartan (now it has a turbolaser in that strange structure besides the bridge - with Major Payne's help ) and the Immobilizer 418 cruiser (rear laser batteries are stronger and can take most fighters with ease). To multiplayer, yes too bad that, people appear to like multiplayer... It may be really cool... Do what? :-\ But, from a certain point of view, I don't care much about multiplayer since I couldn't never use it, neither if I remove all the modified files, but I always get "Version Mismatch!", and my both EaW and FoC are original... It should be because I'm not in one of those countries listed in the Server Zone (or something like that)...
-
Spacestructure.xml - where's this thing???
HK-47 replied to HK-47's topic in EAW Mods General Workshop
I did it (and I made entries in the Text File to avoid confusion in the ME). And I in Hostile A code in example, I put only Sarlaac (to future projects) and Hostile B and C in Enemies... I made three additional hostile factions because in the maps, A will be Empire, B Rebels and C the Consortium. But neither of them should fire at the player's units independent of the player's faction. It should work as if you were the commander of an Fleet and the Hostile ABC commanders of another fleets (enemies or not)... -
Spacestructure.xml - where's this thing???
HK-47 replied to HK-47's topic in EAW Mods General Workshop
Your game crashed? Uh, my game can be a bit slow when there are lots of explosions, because I run all graphic settings (except shadows because I don't like) in max, but it never crashed... I hope that won't be a problem to me... And the persons who downloads the maps... Some days ago, when I had the Peragus XII idea, I thought in making a land map in Citadel Station using some of the DS surface props, but in space, well it's not a bad idea... : But the problem is that... let's say that I would need to create another credits resource (probably an space dock, since it won't have asteroids) and I would need to put the in the three DS props code, to it look better and add some of the Urban Props to Space... If I had more skills in modding (or perhaps if I have some skills in modding ), I'll make much more maps - I have lots of ideas (like indoor battles inside a ship like an Acclamator and out the ship, in background, the AI vs AI in an amazing battle - I can do the map but I can't add the space ships to land yet and the Hostile variant factions that I made for space maps don't work at all - Hostile A, B and C were supposed to be enemies of each other and neutral to Rebels/Empire/ZC, but they fire on everybody ) -
Spacestructure.xml - where's this thing???
HK-47 replied to HK-47's topic in EAW Mods General Workshop
Yes! In Kotor, it's Peragus II. But Kotor story was too many time ago , and now there's another disastrous mining attempt in the Peragus System, this time orbiting the 12th planet of the System: Peragus XII! ;D Unfortunately, I don't think if there is a model of a half-exploded planet with a exposed core, so I'll use the destroyed planet remains prop (another planet that I would like to put as background in a space battle, is Telos IV with the restoration project almost completed and a very small part of the Citadel Stations still around it :) I'm building the "explosive asteroid field" around the entire map and some other smallers in small sections, if you shot one little asteroid of the the bigger field, almost everything will BOOW! And you loose... -
Any idea about a release date?
-
Or just add the little code into their own xmls... But, really, I don't think making a map that takes place in a plataform at Bespin and have a Mining Facility would make sense... And the purpose of adding this structures is just to make your experience when playing the map more funny and real or at least different than others maps... To it be more easy, I can post the codes in the Public Code Bank, so you won't need to search the xml to find what's "new" and what is default...(if someone downloads the map)...
-
Spacestructure.xml - where's this thing???
HK-47 replied to HK-47's topic in EAW Mods General Workshop
So this model has the collision mesh??? : -
Spacestructure.xml - where's this thing???
HK-47 replied to HK-47's topic in EAW Mods General Workshop
Thanks for the explanation... Project Peragus XII will wait... :-\ 1upD, I don't remmember the name, but I know there's an explosive container in land battles (it was used in Dathomir mission)... Is should be under Props_Story.xml, it's code may help you... -
Spacestructure.xml - where's this thing???
HK-47 replied to HK-47's topic in EAW Mods General Workshop
Is there some way to pick this collision mesh from another model that has it? -
Thanks by the tip, 1upD! This wasn't the wrong code, but when I was looking for this line, I found the wrong one. As to the map, it isn't ready yet (I still need to fix the same bug in the refineries and try to find a way to make the Cloud Car prop fly...), but I'll release a Beta version soon... ;D
-
Good idea... It could be Star Trek, Star Wars... Can't wait to next chapter... I like this kind of storys...
-
My land Gas Collector... I copied and pasted the mining facility code and change name, model, etc to correspond to a Gas Collector. It appears to be everything all right (well, it may not if you're a expert coder ), when I enter the game, there it is, the neutral build pad. During construction, it's OK too. But when it finishes the construction, it disappears... Technically, it went invisible, since I can see the health bar, and both description and icons say missing... http://img168.imageshack.us/img168/3336/besproblemjf1.jpg In the left you can see the neutral build pad, and in the right, lol, you can't see the finished collector. It was supposed to be linked in that "arm", like the build pad. http://img401.imageshack.us/img401/9307/besprobur4.jpg Any help??? ???
-
I don't know if this was already discovered, but in Maps.meg, there's a unfinished map called Em08_sith_tombs... It was probably supposed to be a Empire Mission in the Campaign that was cut...
-
Dr. Nick, z3r0x, or anyone else that understand this thing, could you explain better how to add this idle anim or if I can get it from another unit like an indigenous unit or an airspeeder? ???
-
Sounds good! Is the Victory Class MKII Frigate the frigate from Battlefront II?
-
Spacestructure.xml - where's this thing???
HK-47 replied to HK-47's topic in EAW Mods General Workshop
Thaaaaank you a lot, D803! ;D I took a look at Props_Generic.xml, but I couldn't ever imagined that it was under Props_Story.xml (since it wasn't under this category in ME). Edit: Ok, I coded the explosive asteroid, but it doesn't work at all: <SpaceProp Name="Explosive_Asteroid_A"> <GUI_Bounds_Scale>.25</GUI_Bounds_Scale> <Select_Box_Scale>200</Select_Box_Scale> <Text_ID /> <Encyclopedia_Unit_Class /> <Space_Model_Name>w_asteroid02.alo</Space_Model_Name> <Property_Flags>NotOpportunityTarget</Property_Flags> <Facing_Adjust>0.0, 0.0, 0.0</Facing_Adjust> <Behavior>SELECTABLE, UNIT_AI, IDLE, SPACE_OBSTACLE, REVEAL, HIDE_WHEN_FOGGED</Behavior> <Space_FOW_Reveal_Range>100.0</Space_FOW_Reveal_Range> <GUI_Bracket_Size>1</GUI_Bracket_Size> <Mass /> <Scale_Factor>1.0</Scale_Factor> <Shield_Points>0</Shield_Points> <Tactical_Health>15</Tactical_Health> <Shield_Refresh_Rate>0</Shield_Refresh_Rate> <Energy_Capacity>0</Energy_Capacity> <Energy_Refresh_Rate>0</Energy_Refresh_Rate> <Affiliation>Hostile</Affiliation> <Base_Level_Available>0</Base_Level_Available> <Armor_Type> Armor_Satellite </Armor_Type> <Reveal_During_Setup_Phase> false </Reveal_During_Setup_Phase> <Victory_Relevant>no</Victory_Relevant> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Death_SFXEvent_Start_Die>Unit_Turret_Death_SFX</Death_SFXEvent_Start_Die> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust> <Death_Explosions>Huge_Explosion_Space_Empire</Death_Explosions> <Death_Projectiles>Proj_Construction_Pod_Detonation</Death_Projectiles> <CategoryMask>Structure</CategoryMask> <Radar_Icon_Size>0.05 0.05</Radar_Icon_Size> <Remove_Upon_Death>true</Remove_Upon_Death> </SpaceProp> The problem is that fighters can hit it, but turbo lasers and laser cannons don't hit it, and torpedoes and missiles don't hit it either... Any help, please? -
Very nice!!! Wow you're very creative...
-
Interesting... I'm sure it will be a nice fan fiction, I liked the Chapter One. Waiting next chapter... Curious query: does this fan-fiction happens in the Star Wars Universe? It could be very suitable...
-
I'm trying to code and explosive asteroid to an upcoming map, and I'm thinking in use the orbital resource container as a base code. The problem is that I can't find where this structure is in! In the map editor it stays under SpaceStructures, but there isn't a xml with this name and it's neither in SpaceProps, Buildables, etc. Any help?
-
Re: PC ZONE ANNOUNCES UNIVERSE AT WAR: EARTH ASSAULT
HK-47 replied to Foshjedi2004's topic in News + Press Releases
Nice graphics, appears to use a engine of the same "kind" EaW uses. Looking foward to UaW... -
Utapau: Beetwen the Sinkholes Download link: http://files.filefront.com/Utapau_Beetwen_the_Sinkho1zip/;6613918;;/fileinfo.html Story: "Lieutenant, our recently built outpost on the planet Utapau located a possible location of a pirate base near an old crashed Venator from the Clone Wars. I want that you lead the investigation and deal with these pirates. If you find any other hostile presence, eliminate all of them! We can't lost this planet!" http://img254.imageshack.us/img254/5313/utavb1.jpg http://img254.imageshack.us/img254/7102/utaiiee8.jpg http://img254.imageshack.us/img254/5150/utaiiipv8.jpg Installation Instructions: Put Utapau.ted into your Custom Maps folder (default path: C:\XXXXX\LucasArts\Empire at War Forces of Corruption\Data\CustomMaps); and LandPrimarySkydomes.xml under XML folder (default path: C:\XXXXX\LucasArts\Empire at War Forces of Corruption\Data\XML). Unninstallation: simply remove the files. If you find any bugs report here or e-mail me at hk--47@hotmail.com Thanks to MajorPayne by Beta Testing! =D Do not use this map in any public mod without my permission. Enjoy HK-47 Obs: sorry about Map Editor screens, but I forgot to take the screens while I was playing
-
Clues? Like screens? There are some in the Zip... Ok, if you're afraid to download, just kidding: http://img186.imageshack.us/img186/7482/byssiii4bw.jpg http://img265.imageshack.us/img265/6362/muunii2bu.jpg http://img242.imageshack.us/img242/2051/mus2dg.jpg And you can see a few screens of the V1 maps (V1.1 have more details) here: http://pff.swrebellion.com/http://www.swrebellion.com/phpBB3/viewtopic.php?p=55507#p55507