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HK-47

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Everything posted by HK-47

  1. Yeah... Perhaps a MonCal torpedo frigate (I never remmember the name of that ship) with different weapons? :
  2. Why don't you add the Calamari Frigate (the one with torpedoes) - they remmember a bit the Recusant.
  3. I'm glad you liked! If you want, you can put they in your mod, but give me the credits for these maps. ;D
  4. Very nice model, and textures. Look really very nice. BTW, what's that ship behind the Mediator in the last screen? Another Mediator?
  5. The newest version of my Map Pack is out! (Oh, no one enjoyed the V1 because EaW Files didn't upload it ) It has eight Space Skirmish maps: - Battle of Byss - Chaos over Tatooine - Conquest of Muunilinst - Crystals of Aeten II - Bespin: Tibanna Wars - Mustafar Siege - Yavin: Death Star Debris - Endor: Death Star II Construction <------------------------------------------------------------> Battle of Byss The huge Eclipse SSD is over Byss, and a battle to free the planet began (or to keep it's control if you're playing as the Empire). Fortunately to the Consortium/Rebels, the Eclipse Defense Systems are offline since it is in it's repair duty. Chaos over Tatooine (8 players support) The planet Tatooine was always an interesting place to hidden a base, large deserts as Dune Sea, or wastelands as Jundland. And if there's a bright center to the universe, it is the planet that it's farthest from... There are so many villainy and scum here that is difficult to our enemies to find a hidden base... Or to us to build it... Conquest of Muunilinst Muunilinst is a rich urban world that was once the headquarter of the InterGalactic Banking Clan, perhaps we can get a lot of credits if we take control of the planet and learn more about the old Confederacy of Independent Systems. Crystals of Aeten II Aeten II is known primarily for it's stygium crystals, which can be used to create Cloaking Devices. If we can get our hands in these crystals, we could could field an invisible advantage against our enemies. Bespin: Tibanna Wars (8 players support) Needing more resource of the precious Tibanna Gas, you planned an attack on one of the largest Bespin's Tibanna Gas refineries, the BesGas H-47-K. Watch out to the refinery defence ships, they appear to have some Interceptor Frigates and some Venators modified into light cargo ships (but still well-armored) and most important: we intercepted a transmission that another faction was wanting to take control of the refinery, so hurry... Mustafar Siege (8 players support) The mysterious planet of Mustafar could be a good resource of credits, and perhaps, we could scavenge some CIS forgotten techonology, be alert, the sistem probably has it's own defense force. Yavin: Death Star Debris There were a lot of data stored inside the Death Star. Although the Zann Consortium already got some of the data storage pods, but if we are lucky, our forces could find some data yet. Or at least clean the way for a land invasion. Endor: Death Star II Construction Well, this map doesn't have a story yet, but it let you play a three way space battle above Endor and the DSII under construction plus an SSD - they are not usable by any factions. <------------------------------------------------------------> Installation instructions: Put the Text, CustomMap and XML folders that are inside the FoC Skirmish Map Pack folder (or their content) under the Data folder (default path: C:\XXXXX\LucasArts\Empire at War Forces of Corruption\Data) and you're ready to play! ATTENTION: BACKUP YOUR ORIGINAL MASTER TEXT FILE FIRST! Unninstalation: just delete the files and replace the text file with the original. <------------------------------------------------------------> Known Bugs: Some maps screens don't appear propertly at the Select Map menu, and the some hostile bases could turn to your side after sometime near them. If you find any more, please report here! <------------------------------------------------------------> Do not use these maps in any public mod without my permission. Thanks to MajorPayne for some suggestions on the Endor map and the guys here on PFF who helped me in how to use the Map Editor. Download link: http://files.filefront.com/FoC_Space_Map_Pack_V11zip/;6609892;;/fileinfo.html
  6. Yeah, I already have this in mind, and if this succed, I think could be done fliyng props of TIEs, X-Wings and Starvipers for background in land battles. : But how do I add in the Idle Animation code (is it already done, I mean)? Only with modding the xmls or need some modeling, animation stuff in this? ???
  7. Yes, I did, but they're the same thing... ???
  8. I'm working in a Bespin land map, and I wanted to put flying Cloud Cars across the map like in the Underworld mission on Bespin, but when I go play the map in the game, they only stay stopped in the same place. Than I made an entry in Props_Urban.xml, and copied the Cloud Car code from Props_Story, and changed the following line: <Cinematic_Object_Only> No </Cinematic_Object_Only> But it still doesn't work. Can someone help me here?
  9. Oh, nice model and textures! Looking foward to this mod...
  10. Yeah! Add HK-47, please! lol :
  11. Wow! Gonna be a sweet update. Uh, don't you agree that the Sentinel Lander (and possibly the Alliance Shuttle) is a *bit* overpowered? Or at least, the ZC and Mandalorians could have a "assault transport" too. :
  12. Fantastic idea, it would be very good if someone have this... It will have many people (like me :) to start coding...
  13. Thanks! About the Providence: of course it is. But that's not the Providence model that you see in the movies. It's a Communications Central (like the IGBC frigate - sorry I forgot the name of the class) variant, it's shorter and less armored than the movies' one - and it was a prototype. In other words, it's like a MkII version (but more fragile) that never went service in CIS fleet.
  14. Thanks by your explanation. I wanted the ships to be only props, but it's "impossible" to really make the Tartan for example, has it's correct scale, because it would take half of a small map I used the Millenium Falcon, IG-2000 and Houd's Tooth landing models as a scale, but as you said, they're probably out of scale (or the bomber models are out of scale)... :-\
  15. Can anyone help me to scale these ship props? I have no idea about right scaling... :-[ I want some ship props to put in land maps (like a dock map), so I put a few, but they scale may not be currect: <Props_Urban Name="Tartan Cruiser"> <Text_ID>TEXT_NONE</Text_ID> <Icon_Name></Icon_Name> <Land_Model_Name>EV_TartanCruiser.alo</Land_Model_Name> <Scale_Factor>3.0</Scale_Factor><!--<Is_Sprite>No</Is_Sprite>--><Is_Decoration>Yes</Is_Decoration> </Props_Urban> <Props_Urban Name="Corellian_Corvette"> <Text_ID>TEXT_NONE</Text_ID> <Icon_Name></Icon_Name> <Land_Model_Name>RV_CORVETTE.ALO</Land_Model_Name> <Scale_Factor>2.5</Scale_Factor><!--<Is_Sprite>No</Is_Sprite>--><Is_Decoration>Yes</Is_Decoration> </Props_Urban> <Props_Urban Name="Corellian_Gunboat"> <Text_ID>TEXT_NONE</Text_ID> <Icon_Name></Icon_Name> <Land_Model_Name>RV_GUNSHIP.ALO</Land_Model_Name> <Scale_Factor>2.3</Scale_Factor><!--<Is_Sprite>No</Is_Sprite>--><Is_Decoration>Yes</Is_Decoration> </Props_Urban> <Props_Urban Name="Crusader_Gunship"> <Text_ID>TEXT_NONE</Text_ID> <Icon_Name></Icon_Name> <Land_Model_Name>UV_CrusaderClassCorvette.alo</Land_Model_Name> <Scale_Factor>2.5</Scale_Factor><!--<Is_Sprite>No</Is_Sprite>--><Is_Decoration>Yes</Is_Decoration> </Props_Urban> <Props_Urban Name="Marauder_Cruiser"> <Text_ID>TEXT_NONE</Text_ID> <Icon_Name></Icon_Name> <Land_Model_Name>rv_missile_ship.alo</Land_Model_Name> <Scale_Factor>4.0</Scale_Factor><!--<Is_Sprite>No</Is_Sprite>--><Is_Decoration>Yes</Is_Decoration> </Props_Urban> <Props_Urban Name="Merchant_Freighter"> <Text_ID>TEXT_NONE</Text_ID> <Icon_Name></Icon_Name> <Land_Model_Name>NV_Shadowclaw.alo</Land_Model_Name> <Scale_Factor>2.0</Scale_Factor><!--<Is_Sprite>No</Is_Sprite>--><Is_Decoration>Yes</Is_Decoration> </Props_Urban>
  16. The Lucrehulk works fine for me too. When I said that I thought the NR-N99 Persuader-class droid enforcer was a bit different, I meant the model, not how it acts. What about more planets (from Clone Wars cartoon and game) in the next version? :
  17. What about Gas Collectors for land maps? Like Bespin! Open GroundBuildablesSkirmish.xml and copy and paste the Gas Collector code after a: <!--************************************************************************************************************--> Land Gas Collector code: <GroundBuildable Name="N_Gas_Collector_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Select_Box_Scale>200</Select_Box_Scale> <Text_ID>TEXT_GROUND_MINING_FACILITY</Text_ID> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Behavior> TACTICAL_BUILD_OBJECTS, REVEAL, CAPTURE_POINT, HIDE_WHEN_FOGGED </Behavior> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <LandBehavior> LAND_OBSTACLE, SPACE_OBSTACLE, TERRAIN_TEXTURE_MODIFICATION </LandBehavior> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>350.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>True</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <Tactical_Buildable_Objects_Multiplayer> Empire, UC_Empire_Gas_Collector_Facility, Rebel, UC_Rebel_Gas_Collector_Facility, Underworld, UC_Underworld_GasCollector_Facility, </Tactical_Buildable_Objects_Multiplayer> <Affiliation>Neutral, Rebel, Empire, Underworld</Affiliation> <Capture_Point_Radius>300</Capture_Point_Radius> <Capture_Point_Transition_Time_Seconds>5.0</Capture_Point_Transition_Time_Seconds> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00 MP_TEXT_ENCYCLOPEDIA_MINING_01 TEXT_TOOLTIP_UNIT_CAPTUREABLE_STRUCTURE </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>True</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="Empire_Gas_Collector_Facility_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Tactical_Buildable_Objects_Multiplayer>Empire, UC_Empire_Gas_Collector_Facility</Tactical_Buildable_Objects_Multiplayer> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <Text_ID>TEXT_GROUND_MINING_FACILITY_EMPIRE</Text_ID> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Affiliation>Empire</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>False</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_01 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="UC_Empire_Gas_Collector_Facility"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Text_ID> TEXT_NEUTRAL_MINING_BUILD_PAD </Text_ID> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Tactical_Buildable_Constructed> Skirmish_Gas_Collector_Facility_E </Tactical_Buildable_Constructed> <Tactical_Build_Start_Lower_Z> 50.0 </Tactical_Build_Start_Lower_Z> <Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <!-- In FoC these are built on outpost pads --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> <Affiliation>Empire</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 800.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 800.0 </Custom_Hard_YExtent> <Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Size>0.125 0.125</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <Tactical_Health>900</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 1400 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 30 </Tactical_Build_Time_Seconds> <SFXEvent_Build_Started>EHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>EHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>EHD_Construction_Complete</SFXEvent_Build_Complete> <Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Unit_Under_Attack> EHD_Mining_Under_Attack </SFXEvent_Unit_Under_Attack> <SFXEvent_Unit_Lost> EHD_Mining_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_EMPIRE_PAD_00 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> </GroundBuildable> <GroundBuildable Name="Rebel_Gas_Collector_Facility_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Tactical_Buildable_Objects_Multiplayer>Rebel, UC_Rebel_Gas_Collector_Facility</Tactical_Buildable_Objects_Multiplayer> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <Text_ID>TEXT_GROUND_MINING_FACILITY_REBEL</Text_ID> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Affiliation>Rebel</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>False</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_01 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="UC_Rebel_Gas_Collector_Facility"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Text_ID> TEXT_NEUTRAL_MINING_BUILD_PAD </Text_ID> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Tactical_Buildable_Constructed> Skirmish_Gas_Collector_Facility_R </Tactical_Buildable_Constructed> <Tactical_Build_Start_Lower_Z> 50.0 </Tactical_Build_Start_Lower_Z> <Behavior>TACTICAL_UNDER_CONSTRUCTION, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <!-- In FoC these are built on outpost pads --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> <Affiliation>Rebel</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent> <Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Icon_Size>0.125 0.125</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <SFXEvent_Build_Started>RHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>RHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>RHD_Construction_Complete</SFXEvent_Build_Complete> <Death_SFXEvent_Start_Die>Unit_Generic_Building_Death_SFX</Death_SFXEvent_Start_Die> <SFXEvent_Unit_Under_Attack> RHD_Mining_Under_Attack </SFXEvent_Unit_Under_Attack> <SFXEvent_Unit_Lost> RHD_Mining_Destroyed </SFXEvent_Unit_Lost> <SFXEvent_Select>Structure_Mining_Select_SFX</SFXEvent_Select> <Tactical_Health>900</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 1400 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 30 </Tactical_Build_Time_Seconds> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_REBEL_PAD_00 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> </GroundBuildable> <GroundBuildable Name="Underworld_Gas_Collector_Facility_Build_Pad"> <GUI_Bounds_Scale>0.33</GUI_Bounds_Scale> <Tactical_Buildable_Objects_Multiplayer>Underworld, UC_Underworld_Gas_Collector_Facility</Tactical_Buildable_Objects_Multiplayer> <Minimum_Time_Before_Pad_Can_Build_Again> 40.0 </Minimum_Time_Before_Pad_Can_Build_Again> <Text_ID>TEXT_GROUND_MINING_FACILITY_REBEL</Text_ID> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Land_Model_Name> W_Gas_Collector.ALO </Land_Model_Name> <Behavior>TACTICAL_BUILD_OBJECTS, REVEAL, HIDE_WHEN_FOGGED</Behavior> <LandBehavior>TERRAIN_TEXTURE_MODIFICATION, LAND_OBSTACLE, SPACE_OBSTACLE</LandBehavior> <Terrain_Texture_Modifier_Square>false</Terrain_Texture_Modifier_Square> <Affiliation>Underworld</Affiliation> <Icon_Name>i_button_mining_facility.tga</Icon_Name> <Is_Dummy>Yes</Is_Dummy> <Scale_Factor>3.00</Scale_Factor> <GUI_Bracket_Size>2</GUI_Bracket_Size> <Political_Control>0</Political_Control> <Size_Value>30</Size_Value> <Base_Position>Out_Base</Base_Position> <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level> <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level> <Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range> <Space_Layer> Corvette </Space_Layer> <Land_Damage_Thresholds>1</Land_Damage_Thresholds> <Land_Damage_Alternates>3</Land_Damage_Alternates> <Land_Damage_SFX>null,null,null,null</Land_Damage_SFX> <Armor_Type> Armor_Structure </Armor_Type> <Reveal_During_Setup_Phase> true </Reveal_During_Setup_Phase> <Is_Community_Property>Yes</Is_Community_Property> <CategoryMask> Structure </CategoryMask> <Hides_When_Built_On>False</Hides_When_Built_On> <Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar> <Radar_Show_Facing>No</Radar_Show_Facing> <Radar_Icon_Name>mini_map_mining_facilities.tga</Radar_Icon_Name> <Radar_Icon_Size>0.1 0.1</Radar_Icon_Size> <Influences_Capture_Point> False </Influences_Capture_Point> <MP_Encyclopedia_Text> MP_TEXT_ENCYCLOPEDIA_MINING_00, MP_TEXT_ENCYCLOPEDIA_MINING_01 </MP_Encyclopedia_Text> <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class> <Last_State_Visible_Under_FOW> True </Last_State_Visible_Under_FOW> <Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <Has_Land_Evaluator>True</Has_Land_Evaluator> <Immune_To_Damage>True</Immune_To_Damage> </GroundBuildable> <GroundBuildable Name="UC_Underwold_Gas_Collector_Facility"> <Variant_Of_Existing_Type>UC_Rebel_Gas_Collector_Facility</Variant_Of_Existing_Type> <Affiliation>Underworld</Affiliation> <Tactical_Buildable_Constructed> Skirmish_Gas_Collector_Facility_U </Tactical_Buildable_Constructed> <Tech_Level>0</Tech_Level> <Tactical_Health>900</Tactical_Health> <Tactical_Build_Cost_Multiplayer> 1500 </Tactical_Build_Cost_Multiplayer> <Tactical_Build_Time_Seconds> 25 </Tactical_Build_Time_Seconds> <SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete> </GroundBuildable> <GroundBuildable Name="Skirmish_Gas_Collector_Facility_E"> <Variant_Of_Existing_Type>UC_Empire_Gas_Collector_Facility</Variant_Of_Existing_Type> <Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 800.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 800.0 </Custom_Hard_YExtent> <Build_Cost_Credits>0</Build_Cost_Credits> <Tech_Level>0</Tech_Level> <Victory_Relevant>No</Victory_Relevant> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Empire_Mining_Income_Stream"> <!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. --> <Base_Income_Value>300</Base_Income_Value> <Base_Interval_In_Secs>5</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> </Income_Stream_Ability> <Force_Healing_Ability Name="E_Mining_Facility_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP--> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP--> <Single_Target_Heal>Yes</Single_Target_Heal> <Applicable_Unit_Categories /> <Applicable_Unit_Types /> <SFXEvent_Target_Affected /> <Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2 /> <Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> <!-- Defer to build pad for obstacle footprint --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> </GroundBuildable> <GroundBuildable Name="Skirmish_Gas_Collector_Facility_R"> <Variant_Of_Existing_Type>UC_Rebel_Gas_Collector_Facility</Variant_Of_Existing_Type> <Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior> <Build_Cost_Credits>0</Build_Cost_Credits> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent> <Tech_Level>0</Tech_Level> <Victory_Relevant>No</Victory_Relevant> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Rebel_Mining_Income_Stream"> <!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. --> <Base_Income_Value>300</Base_Income_Value> <Base_Interval_In_Secs>5</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> </Income_Stream_Ability> <Force_Healing_Ability Name="R_Mining_Facility_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP--> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP--> <Single_Target_Heal>Yes</Single_Target_Heal> <Applicable_Unit_Categories /> <Applicable_Unit_Types /> <SFXEvent_Target_Affected /> <Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2 /> <Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> <!-- Defer to build pad for obstacle footprint --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> </GroundBuildable> <GroundBuildable Name="Skirmish_Gas_Collector_Facility_U"> <Variant_Of_Existing_Type>UC_Underworld_Gas_Collector_Facility</Variant_Of_Existing_Type> <Affiliation>Underworld</Affiliation> <Behavior>TACTICAL_SELL, SELECTABLE, DUMMY_GROUND_STRUCTURE</Behavior> <Space_Layer> Corvette </Space_Layer> <UnitCollisionClass> Vehicle </UnitCollisionClass> <Custom_Hard_XExtent> 50.0 </Custom_Hard_XExtent> <Custom_Hard_YExtent> 50.0 </Custom_Hard_YExtent> <Build_Cost_Credits>0</Build_Cost_Credits> <Tactical_Buildable_Objects_Multiplayer> Underworld, UL_Extort_Cash_L1_Upgrade, UL_Extort_Cash_L2_Upgrade, </Tactical_Buildable_Objects_Multiplayer> <Tech_Level>0</Tech_Level> <Victory_Relevant>No</Victory_Relevant> <Has_Land_Evaluator>True</Has_Land_Evaluator> <SFXEvent_Build_Started>UHD_Build_Structure</SFXEvent_Build_Started> <SFXEvent_Build_Cancelled>UHD_Building_Canceled</SFXEvent_Build_Cancelled> <SFXEvent_Build_Complete>UHD_Construction_Complete</SFXEvent_Build_Complete> <Abilities SubObjectList="Yes"> <Income_Stream_Ability Name="Underworld_Mining_Income_Stream"> <!-- Income streams only exist in tactical modes that are not spawned from galatic, so this will not affect campaign play. --> <Base_Income_Value>300</Base_Income_Value> <Base_Interval_In_Secs>5</Base_Interval_In_Secs> <Split_Income_With_Allies>Yes</Split_Income_With_Allies> <Split_Favors_Owner>No</Split_Favors_Owner> <Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone> </Income_Stream_Ability> <Force_Healing_Ability Name="U_Mining_Facility_Self_Repair"> <Activation_Style>Skirmish_Automatic</Activation_Style> <Heal_Range>0.0</Heal_Range> <Heal_Percent>0.005</Heal_Percent> <!-- Change from .025 to .003 for MP--> <Heal_Amount>0.0</Heal_Amount> <Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs> <!-- change from 5.0 to 2.0 for MP--> <Single_Target_Heal>Yes</Single_Target_Heal> <Applicable_Unit_Categories /> <Applicable_Unit_Types /> <SFXEvent_Target_Affected /> <Owner_Particle_Bone_Name>ROOT</Owner_Particle_Bone_Name> <Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type> <Owner_Light_Effect_Color>1.2, 1.2, 1.2</Owner_Light_Effect_Color> <Owner_Light_Effect_Color2 /> <Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration> <Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count> </Force_Healing_Ability> </Abilities> <!-- Defer to build pad for obstacle footprint --> <Obstacle_Proxy_Type> Skirmish_Outpost_Pad </Obstacle_Proxy_Type> </GroundBuildable> <!--************************************************************************************************************--> Now just create the entries in MasterTextFile if you want some info about the Gas Collector and put it in your maps in the Map Editor! Hope you guys like! ;D
  18. Hehe, thanks! ;D Some day I'll post more draws, and I'll do one of the shipyard itself, but I still need a name and a location (probably Mustafar).
  19. In my free time, when I'm not using the computer or hanging out with my friends, or when I'm the end of a boooring math class on a friday and crazy to go home , I draw. Yes, I draw, with a mechanic pencil, an eraser, and sometimes a rule. Most of these draws are related to Star Wars (some are about places). So here are two of my concepts (note that I only did the left side view ): http://img411.imageshack.us/img411/49/providencecommunicationbj0.jpg Providence-Class Communications Light Cruiser - was a prototype to the CIS made along with the Free Dac Volunteers Engineering Corps. The cruiser was a bit smaller and had less weapons than the Providence-Class Destroyer. It was supposed to be a communications vessel, but shortly after the first units were ready, the Order 66 happened and these ships never went to the Seps fleet. At the time of the GCW, these ships were used by many Trade Guilds, Pirates, planetary defense or communications... http://img179.imageshack.us/img179/2889/defenderlightdestroyerqr3.jpg Defender-Class Light Destroyer - like the Providence Communications Cruiser, it was a prototype that never went to the CIS fleet. Most of the ships of this class weren't finished, and left abandoned in the shipyards. The few that were ready were most stoled by pirates or bought by Planetary Defense Fleets, Trade Guilds, etc. The Defender Light Destroyer was well armored and could beat Venators, Acclamators and possibly Victory I Class destroyers easy. It has a plasma cannon (almost like the Aggressor's one) but lack in shields. (Note that in the picture, it's hull is badly damaged - probably by an ISD) What do you guys think? (Feel free to use these pictures in a website, sign, etc, but contact me first)
  20. (Bump on my own topic) How long time does EaW Files Staff generally take to upload something (including the review, etc)? ??? Because I sent my Map Pack many days ago and until now nothing...I am afraid I sent the e-mail with something wrong...
  21. Well, I changed the scale factor value in the Utapau skydome to 2 and now it's bigger than before. I needed this because the map I'm making is large and the skydome was "ugly" in the map's corners.
  22. Nice mod! The CIS Remnant works well, the models are very good and the textures too. I specially loved the Techno Union ship that "takes" units to the battlefield. The only unit that I found a bit different from the movies (and games etc) is the NR-N99 Persuader-class droid enforcer and the AAT turret cannon fires a rocket since it's supposed to be a heavy laser cannon, but, it could be a MkII version of course ;D... The idea of using the Lucrehulk as a space station is very intelligent, another alternative could be the Muunilinst gun platforms that appear in Clone Wars cartoon. I only found one bug: there's smoke in one side of the Providence's hangars. Nice work, 1upD!
  23. A big thanks to you... I changed the scale factor to 2.0 and it's enough.
  24. CIS Remnant?! Droid friends! ;D Downloading now...
  25. Is possible to make the primary land Skydomes bigger editing something in the xmls? If so, wich line? ???

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