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Re: Star Wars Battlefront - Main Play Mod
Posted: Mon Mar 09, 2009 6:12 pm
by giftheck
Mod maps reference the original shipped sides. I have seen people modify the scripts to these (NapSeeker has done mods based on maps, with all new units, so I guess he made new scripts). I might take a vote on which levels you wish to see altered, contact the authors for their scripts and modify them so they have the new Clones. However, I wouldn't do it with maps which have unique units themselves.
Re: Star Wars Battlefront - Main Play Mod
Posted: Tue Mar 10, 2009 9:01 am
by giftheck
UNIT33 wrote:ggctuk said...
SWBF Files is back online. So now I will edit the first page.
Here we go again...
Of this topic. I said by the SWBF Files link that it wasn't working. It is now.
UNIT33 wrote:Anyway, when you play mod maps,with this mod in use,
you always seem to play as the same 'battalion'
(with the Republic it is phase 1 clones).
Is this simply due to the fact most mod maps are based around the geo.lvl,
or is there a 'default' 'battalion' simply for mod maps?
I hope this isn't a really stupid question (It probably is, don't shoot me).
Yep, they are based on the BF1 Tatooine template.
In fact, today I made new scripts for the "Coruscant: City" mod map to see if I could change it. Aside from the CPs not being labelled (and apparently the vehicles don't show either, i wonder if I referenced the wrong vehicles in the script), but otherwise it works brilliantly. I will actually ask, which ten maps do you want to see changed to fit this mod?
Re: Star Wars Battlefront - Main Play Mod
Posted: Tue Mar 10, 2009 11:41 am
by UNIT33
Won't you have to ask permission from the authors?
And shouldn't your priority be on your own mod maps?
You should start a new topic over this.
I support what you propose anyway, it is a good idea,
you should follow it through.
Re: Star Wars Battlefront - Main Play Mod
Posted: Tue Mar 10, 2009 11:43 am
by giftheck
For now what I've done is a private party, and in any case, it's not as if it's a complete map remake, just altering scripts, exactly what NapSeeker has done with some of his maps (there's one map in his Execution at Geonosis mod piggybacking off the Coruscant Streets map, some piggybacking off other maps etc...). And if I were to release the scripts I would ask the authors first indeed.
Re: Star Wars Battlefront - Main Play Mod
Posted: Tue Mar 10, 2009 11:49 am
by UNIT33
O.K. , I think you should go ahead.
But what happened to your TFU maps, are you going to make them?
Re: Star Wars Battlefront - Main Play Mod
Posted: Tue Mar 10, 2009 11:54 am
by giftheck
At some stage. Right now I'm still playing through both the PS2 and XBox360 versions of TFU. They are different in their own ways (PS2 has a different way of executing the story). I've actually begun working on "Kashyyyk Invasion", the prologue to TFU. It's based on the PS2 version, which appears to take place on the island, but it will have my Prototype Stormtroopers from this mod. I'd like to have the Wookie Cat appearing, and I might also need to find a way to fix the BF2 Wookie so its dreadlocks appear instead of the holes in the back of its head.
Re: Star Wars Battlefront - Main Play Mod
Posted: Tue Mar 10, 2009 12:02 pm
by UNIT33
I have the Wii version of the game,
which is basically identical to the PS2 version
(minus the control settings), It would be nice to see the first,
and most epic battle of the game in Battlefront format.
Re: Star Wars Battlefront - Main Play Mod
Posted: Tue Mar 10, 2009 12:21 pm
by giftheck
That's not going to be part of this mod, though, I've decided. It will be its own separate project.
Re: Star Wars Battlefront - Main Play Mod
Posted: Wed Mar 11, 2009 11:32 am
by BattleBelk
I think such mods better for addons not for massive original files changes. Couse it will definatley not compatible with normal multiplayer and only few pepole will play...
You not need build original maps every time just copy original mission lua over your addon one for load a map and edit it for load your custom unit side. You will be able to add localisation and it will still comaptible with normal multiplayer game.
Re: Star Wars Battlefront - Main Play Mod
Posted: Thu Mar 12, 2009 5:37 pm
by giftheck
My newest problem is that the Dark Trooper's weapons don't change from what was there before (Blast Cannon, Blaster Rifle, Thermal Detonator), even though I have actually given him new weapons (Rocket Launcher (acts like the Jet Trooper's EMP Launcher), Commando Pistol, Thermal Detonator).
BattleBelk, when I made this mod I knew I had to sacrifice mp, but I don't have mp set up anyway. I thought more about the single player experience.
EDIT
We have the Droid Gunship!
As you can see it has three seats, but there's no guided missile. Its health is same as BF2 (the Rep Gunship has been changed to reflect this change)
Re: Star Wars Battlefront - Main Play Mod
Posted: Fri Mar 13, 2009 3:44 am
by UNIT33
Yay ! ! Now that really is cool, what else do you have planned for your mod?
Re: Star Wars Battlefront - Main Play Mod
Posted: Fri Mar 13, 2009 6:43 am
by giftheck
I've changed the Rebels on Naboo to Theed Guard to better emulate the "501st Missions" feel (There was the prototype Stormtroopers on there, but no equivalent). Apailana has been added as the Rebels' Naboo Hero, and the Royal Guard, with different weapons and no force powers, and also a low-jump ability (same as MagnaGuard) have been added to the hero roster. I've tried changing the Dark Trooper but it doesn't want to work properly. There's also the "Sky Trooper" for the Empire - a reskinned Jet Trooper based on the Imperial Jump Trooper and Commander Neyo.
Re: Star Wars Battlefront - Main Play Mod
Posted: Fri Mar 13, 2009 11:44 am
by UNIT33
Nice ! I assume 'Ox' is a weapon modification to what the Rep jet trooper has?
Re: Star Wars Battlefront - Main Play Mod
Posted: Fri Mar 13, 2009 12:28 pm
by giftheck
Yes, but the explosion effect has no sound in GCW, as far as I can tell, so what I've done is, is made it like BF2's "EMP" Launcher in that the rockets cause a standard grenade-type explosion.
I have also changed the Flamethrower to overheat instead of running out of ammo, and instead of firing twenty shots at a time, I have made it fire automatic like the Blaster Rifle, but until it overheats.
My biggest problem now is, no matter what I do, I cannot alter the Dark Trooper's weapons layout.
Re: Star Wars Battlefront - Main Play Mod
Posted: Fri Mar 13, 2009 1:15 pm
by UNIT33
The overheat style would be better as I always find myself without ammo for the flame thrower, and as with the automatic function, well that just wasted ammo. Good changes!
Re: Star Wars Battlefront - Main Play Mod
Posted: Fri Mar 13, 2009 5:32 pm
by giftheck
I think I'll just say "Sod the Dark Trooper" and leave it be. It seems I cannot change anything at all with it. But I am going to change the Clone Commander/Cody to have a Shotgun instead of an EMP Launcher.
Re: Star Wars Battlefront - Main Play Mod
Posted: Sun Mar 15, 2009 10:52 am
by UNIT33
On some maps, where perhaps the jet trooper isn't really needed, you could replace the jet trooper with a Jedi perhaps?
Re: Star Wars Battlefront - Main Play Mod
Posted: Sun Mar 15, 2009 2:03 pm
by giftheck
I already have this general idea set up for the Alliance on Naboo. What did you have in mind? Perhaps I could do some of the 'second' maps with Jedi instead of Jet Troopers.
Re: Star Wars Battlefront - Main Play Mod
Posted: Mon Mar 16, 2009 3:49 am
by UNIT33
I agree with you on Naboo, then it will tie in with order 66,
what do you mean by 'second maps', do you mean, as with
Mos Eisley as opposed to Tatooine Dune sea?
Re: Star Wars Battlefront - Main Play Mod
Posted: Mon Mar 16, 2009 5:39 am
by giftheck
Yes. I don't think Jet Trooeprs may be needed as much on some maps (I was thinking perhaps "Rhen Var: Citadel", "Mos Eisley" and possibly "Yavin IV Arena"?)