All-Purpose Request Thread (Take 3)

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kinetosimpetus
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Re: All-Purpose Request Thread (Take 3)

Post by kinetosimpetus »

can some one make a (third person obviously) animation like the Republic Commando's two-handed pistol anim? just idle and fire is enough i think.
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impspy
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Re: All-Purpose Request Thread (Take 3)

Post by impspy »

kinetosimpetus wrote:
impspy wrote:Could someone either make or convert an Imperial Heavy Repeater?
Hidden/Spoiler:
Image
uploaded here Image
Thanks man :thumbs:
kinetosimpetus
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Re: All-Purpose Request Thread (Take 3)

Post by kinetosimpetus »

No problem, I actually needed it, too. :thumbs:
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Re: All-Purpose Request Thread (Take 3)

Post by DarthD.U.C.K. »

kinetosimpetus wrote:can some one make a (third person obviously) animation like the Republic Commando's two-handed pistol anim? just idle and fire is enough i think.
in work, ill make a reload anim too
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Re: All-Purpose Request Thread (Take 3)

Post by CodaRez »

DarthD.U.C.K. wrote:
kinetosimpetus wrote:can some one make a (third person obviously) animation like the Republic Commando's two-handed pistol anim? just idle and fire is enough i think.
in work, ill make a reload anim too
Oo rly? Interesting...(but honestly JKA needs this more direly than blessed BFII)

Request:
Ok:

Image

I have tried nearly EVERYTHING, to get this addon to sit snuggly in the bone_ribcage.

I request anyone that is interested? Mind taking over the model projects and find out whats wrong?

Or export em properly.

PM if interested.
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Re: All-Purpose Request Thread (Take 3)

Post by Deviss »

hello could anyone upload the Rhen Var 2 mission.lua file for me :D ??
because the original found in mod tools 2 assets haven't cp into lua and haven't objective and more :(

many thanks :)
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Re: All-Purpose Request Thread (Take 3)

Post by AQT »

The Rhen Var scripts in both mod tools are alike (because the scripts in SWBF1 work differently from SWBF2). You will have to add in the CPs, sound section, etc. in yourself. I suggest editing an existing conquest .lua for SWBF2 and add/make the necessary changes.
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Re: All-Purpose Request Thread (Take 3)

Post by Deviss »

AQT wrote:The Rhen Var scripts in both mod tools are alike (because the scripts in SWBF1 work differently from SWBF2). You will have to add in the CPs, sound section, etc. in yourself. I suggest editing an existing conquest .lua for SWBF2 and add/make the necessary changes.
yeah but i don't know good as add commandpost and more into lua file XD this is the problem so i search anyone have the working files :D, because i used rhenvar1 lua but the screen appear black
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Re: All-Purpose Request Thread (Take 3)

Post by AQT »

Ok, here is the Rhen Var: Citadel CW conquest script:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptPostLoad()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

EnableSPHeroRules()

AddDeathRegion("FalltoDeath")

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")

-- REP Attacking (attacker is always #1)
local REP = 2
local CIS = 1
-- These variables do not change
local ATT = 1
local DEF = 2

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka")

ReadDataFile("SIDE\\tur.lvl",
"tur_weap_built_gunturret")

-- Level Stats
ClearWalkers()

AddWalkerType(0, 6) -- droidekas
local weaponCnt = 215
SetMemoryPoolSize("Aimer", 39)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 210)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntityLight", 70)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize("EntitySoundStatic", 84)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 800)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("SoundSpaceRegion", 36)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 338)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 28,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",10, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 28,
reinforcements = 150,
soldier = { "cis_inf_rifleman",10, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")

ReadDataFile("***\\RHN1.lvl", "RhenVar2_conquest")

SetDenseEnvironment("false")
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)

-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

-- Camera Stats
--Rhen Var 2 Citadel
--Statue
AddCameraShot(0.994005, -0.109073, 0.007486, 0.000821, -203.097900, 26.624817, -101.682487)
--Steps
AddCameraShot(0.104328, -0.022317, -0.972296, -0.207984, -266.398132, 24.953222, -251.513596)
--Terrace
AddCameraShot(0.908227, 0.026135, 0.417489, -0.012014, -101.176414, 12.784149, -199.053940)


end
[/code]
Took me about 10 minutes to edit. Just replace any *** (there's only one) with your modID and test it out. :)
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Re: All-Purpose Request Thread (Take 3)

Post by Deviss »

AQT wrote:Ok, here is the Rhen Var: Citadel CW conquest script:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptPostLoad()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)

conquest:Start()

EnableSPHeroRules()

AddDeathRegion("FalltoDeath")

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")

-- REP Attacking (attacker is always #1)
local REP = 2
local CIS = 1
-- These variables do not change
local ATT = 1
local DEF = 2

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka")

ReadDataFile("SIDE\\tur.lvl",
"tur_weap_built_gunturret")

-- Level Stats
ClearWalkers()

AddWalkerType(0, 6) -- droidekas
local weaponCnt = 215
SetMemoryPoolSize("Aimer", 39)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 210)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntityLight", 70)
SetMemoryPoolSize("EntitySoundStream", 3)
SetMemoryPoolSize("EntitySoundStatic", 84)
SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 800)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("SoundSpaceRegion", 36)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 338)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 28,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",10, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 28,
reinforcements = 150,
soldier = { "cis_inf_rifleman",10, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")

ReadDataFile("***\\RHN1.lvl", "RhenVar2_conquest")

SetDenseEnvironment("false")
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)

-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

-- Camera Stats
--Rhen Var 2 Citadel
--Statue
AddCameraShot(0.994005, -0.109073, 0.007486, 0.000821, -203.097900, 26.624817, -101.682487)
--Steps
AddCameraShot(0.104328, -0.022317, -0.972296, -0.207984, -266.398132, 24.953222, -251.513596)
--Terrace
AddCameraShot(0.908227, 0.026135, 0.417489, -0.012014, -101.176414, 12.784149, -199.053940)


end
[/code]
Took me about 10 minutes to edit. Just replace any *** (there's only one) with your modID and test it out. :)
many many thanks my hero :bowdown: :bowdown:
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Re: All-Purpose Request Thread (Take 3)

Post by impspy »

Could someone munge me a sound file with all the clone wars sounds (weapons, clone and droid voice overs, and starfighter and vechicle sounds) for use with the GCW era?
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Re: All-Purpose Request Thread (Take 3)

Post by StarkillerMarek »

Could someone upload just Darth Nihilus and Darth Revan? Thanks.
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Re: All-Purpose Request Thread (Take 3)

Post by Par3210 »

Second that. I need them as well..
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Re: All-Purpose Request Thread (Take 3)

Post by Darth_Squoobus »

What about a generic slugthrower? I don't want to use the M16 or AK-47 because they're too recognizable.
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Re: All-Purpose Request Thread (Take 3)

Post by CodaRez »

Darth_Squoobus wrote:What about a generic slugthrower? I don't want to use the M16 or AK-47 because they're too recognizable.
Zam Wessels rifle is somewhere around the forums.

Imperial Heavy Repeater(JKA) was by kinotemptonous?(sp?)(newly made)

My Tusken Cycler rifle is also around the forums.(and it could have been used by mercs)

All of them shoot kinetic projectiles(in layman terms, slugs, bullets)

If ur looking for a "fake" slugthrower, try the trando shotgun seen in RC(and the con. pack)

Or is it real life ones ur looking for?
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Re: All-Purpose Request Thread (Take 3)

Post by Darth_Spiderpig »

CodaRez wrote:Or is it real life ones ur looking for?
:funny2:
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Re: All-Purpose Request Thread (Take 3)

Post by CodaRez »

Lol hehe jus realized that has many meanings :oops: :quotes: :funny2:

On another note, anyone know what is the effect used on the vibroblade "blade" to make it shiny?
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Re: All-Purpose Request Thread (Take 3)

Post by Darth_Squoobus »

CodaRez wrote:
Darth_Squoobus wrote:What about a generic slugthrower? I don't want to use the M16 or AK-47 because they're too recognizable.
Zam Wessels rifle is somewhere around the forums.

Imperial Heavy Repeater(JKA) was by kinotemptonous?(sp?)(newly made)

My Tusken Cycler rifle is also around the forums.(and it could have been used by mercs)

All of them shoot kinetic projectiles(in layman terms, slugs, bullets)

If ur looking for a "fake" slugthrower, try the trando shotgun seen in RC(and the con. pack)

Or is it real life ones ur looking for?
Absolutely nothing from real life. I would like a link to those in-universe slugthrowers, please (other than the heavy repeater).

Oh, and darth_spiderpig... You forgot a " when quoting codarez.
Last edited by Darth_Squoobus on Thu Sep 03, 2009 5:39 pm, edited 1 time in total.
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Re: All-Purpose Request Thread (Take 3)

Post by General_Nate »

Hey, could someone edit the imp flag-ship and put a hole in the side for a hanger? I would appreciate it very much! Thanks in advanced.
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Re: All-Purpose Request Thread (Take 3)

Post by CodaRez »

Darth_Squoobus wrote:
Absolutely nothing from real life. I would like a link to those in-universe slugthrowers, please (other than the heavy repeater).
The cycler can be found here: http://www.gametoast.com/forums/viewtop ... 64&t=19210
I made it, so credit me k.

That sniper rifle of zam is from the BFX assets. I uploaded the sniper rifle files alone to save u time:
http://www.filefront.com/14461113/zam.exe
Credit original creator NeoMarz? I believe.

I dunno wheres the ACP shotgun(trando shotgun). Ask around, sure ull find it.
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