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aj1304

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Everything posted by aj1304

  1. not in the whole getting shot in the back concept of firendly fire but like i said, similar to ig88s infection ability which is supposed to affect friendly infantry in the radius of the ability. im assuming it has something to do with damage_infection but im not sure.
  2. The War rages. Scientists on all sides work to create weapons which will obliterate their foe. The battlefield is their testing ground. With new and upgraded units, unleash your weapons on you enemy before they do to you. This mod aims to change and add units as well as improve weaponary by changing the projectiles used. 1 - This mod will not be canon. 2- it may be slightly unbalanced (or moreso) 3- This mod is intended to provide total destruction with different weaponary. features/units include: Boosted Bombardment/Bombing Run Disruptor T4B (Reb) Hypervelocity MZ8 Tanks (Zann) GR-75 Fireship (reb) more... Some of you might not like this mod but its aim is to provide total destruction and that it shall do. http://screenshot.xfire.com/screenshot/large/be5e02d8713cb9696df80990e8ed3182f46c870b.jpg Disruptor T4B tanks http://screenshot.xfire.com/screenshot/large/7e12a161bf8f3f1109c4a3ee38ef4bb83f45b75f.jpg Orbital Bombarment Link: http://www.xfire.com/video/123f/ Video of GR-75 Fireship in action. question: How can i make a projectile's blast affect firendly units (like ig88s infection ability)?
  3. Update - hmm... long time no post We are working on making v1 of our mod (redone with different tech trees) for Empire at War. atm, all space units but 1 are in. some bug fixing needed for a few but almost all have been tested and are playable. need to fix icons/text later as well. Beginning work on buildings and land. We will also include a few CIS units as well. Some new features: Katana Fleet (but changed slightly for game play) Republic Intel Center Spies (still coding) Outposts (wip-like the factions base of operations. needed for building other structures) Screens later Question: Is there anyway of getting those groundbases re-enabled or have they also been stripped of playability?
  4. no i dont think it is the bumpmap... the textures i used included the bump text. atm, it keeps crashing 3ds (possibly alamo util?) im going to look at it a bit further when i get some exams out of the way. oh and i know this is a bit ot but is there anyway to require a certain unit to be in the fleet in order for the others to move (i.e infantry needing a transport in order to travel) and attaching several squads to a single transport unit (like attach to flagship but swapping that for a buildable transport)? thanks aj
  5. i am rigging a model and after i exported it, t turned up invisible. then i realised i missed the shaders so i used meshbumpcolorize to shade the model and then when i tried to export the model, i crashes. how do i fix this problem? thanks -aj
  6. and spamming in our thread achieves what? anyway, in progress updates, a new WIP model to show:
  7. as much as you might hate nomada, flaming in our thread is not the way to go. you have a problem with him, take it up with him. we are trying to provide a mod for the community and it seems there is an issue which is causing problems. Ive siad on ff and ill say it once more. I am looking into this issue. Ive looked at the various legal disclaimers and there are conflicts. When i have more, ill will post it up. Until then (or an update).
  8. and is negatively criticizing us the closest thing to nice you can do? are you and kalo able to say anything good and encouraging to us and a few of the other mods (which seem to cop similar nonsense) ... most of our mod team went missing ages ago and we have had to work with what we've got. there is already a problem over on ff and i dont want to see it happening here. If you have a problem with nomadas conversion which he says he has permissions for, you take it up with him. sigh... yes.its an annoying bug but like i said.. we dont have much of a mod team atm and we ahave to work sith what we've got.
  9. V1 is now released!!! Get it from moddb now: http://www.moddb.com/mods/9935/attack-of-the-clones/downloads/9137/aotc-v1 v1 is also being submitted to EAWFiles so it should be up in the next few days. v1 is the Republic mini mod redone. Given the bugs we faced with addon factions, we had little choice but to go forward as a TC so this mod replaces in part the Imperials in GC and skirmish. With new units and a little surprise (GC and upgrade from tech 4 to 5 -read the text )http://media.moddb.com/cache/images/downloads/1/10/9137/thumb_620x2000/aotc1.jpg Report bugs to our forum (see post above) and enjoy
  10. All's quiet on the AotC front. Until now - an Update!!! oh, and i figured i might as well use the old Aotc thread so yeah... Please refrain from flaming, the only bbq i want near my computer is the one in my backyard. Also, a link the the "new" new forums: http://attackoftheclones.freeforums.org/ and a reminder to any team members to check in once in a while and keep an eye on the boards. Also, i have some more pics that i will post up if requested but most will be low graphs setting (from general testing)
  11. i cant believe it was that simple. it finally worked. thankyou very much
  12. foc path/mods/modname/XML /art /audio /text folders.
  13. but would there be any reason why they wont show up ingame. the proper xmls are listed in the factionfiles and its in its mod folder in the modpath and it can launch (mod launcher) it just isnt selectable/playable and for some reason the musicevents xml doesnt seem to work either. it just uses the deafult one it seems
  14. the factions better suited the rebel and imperial setup than the zahn faction (they're basically identical. although they had to be kept seperate as im adding new factions)
  15. i said theyre based off the reb/imp factions and i placed the new factions in the expansion factions xml
  16. i am busy coding a mod at the moment and most of it is done, however for some reason the factions (which are based of reb/imp and located in expansion_factions.xml) do not show up in game as well as the game not playing the music i have in the musicevents.xml. it plays the corruption theme instead at the title etc. the mod is a modpath one, the factions are in the expansion_factions.xml and are listed in the factionfiles xml. Is there any reason for them not to show up ingame (not even on the list of factions) And also, is there any reason that the musicevents xml is appearing to be ignored by the game using the default one? Thanks in Advance.

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