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Re: All-Purpose Request Thread (Take 3)

Posted: Fri Aug 28, 2009 2:16 pm
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.

Re: All-Purpose Request Thread (Take 3)

Posted: Fri Aug 28, 2009 8:08 pm
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:

Re: All-Purpose Request Thread (Take 3)

Posted: Fri Aug 28, 2009 8:11 pm
by kinetosimpetus
No problem, I actually needed it, too. :thumbs:

Re: All-Purpose Request Thread (Take 3)

Posted: Sat Aug 29, 2009 5:28 am
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

Re: All-Purpose Request Thread (Take 3)

Posted: Sat Aug 29, 2009 6:51 am
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.

Re: All-Purpose Request Thread (Take 3)

Posted: Sat Aug 29, 2009 3:11 pm
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 :)

Re: All-Purpose Request Thread (Take 3)

Posted: Sat Aug 29, 2009 4:32 pm
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.

Re: All-Purpose Request Thread (Take 3)

Posted: Sat Aug 29, 2009 4:39 pm
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

Re: All-Purpose Request Thread (Take 3)

Posted: Sat Aug 29, 2009 5:09 pm
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. :)

Re: All-Purpose Request Thread (Take 3)

Posted: Sat Aug 29, 2009 5:18 pm
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:

Re: All-Purpose Request Thread (Take 3)

Posted: Mon Aug 31, 2009 7:56 am
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?

Re: All-Purpose Request Thread (Take 3)

Posted: Mon Aug 31, 2009 10:34 am
by StarkillerMarek
Could someone upload just Darth Nihilus and Darth Revan? Thanks.

Re: All-Purpose Request Thread (Take 3)

Posted: Mon Aug 31, 2009 12:32 pm
by Par3210
Second that. I need them as well..

Re: All-Purpose Request Thread (Take 3)

Posted: Wed Sep 02, 2009 8:29 pm
by Darth_Squoobus
What about a generic slugthrower? I don't want to use the M16 or AK-47 because they're too recognizable.

Re: All-Purpose Request Thread (Take 3)

Posted: Thu Sep 03, 2009 5:10 am
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?

Re: All-Purpose Request Thread (Take 3)

Posted: Thu Sep 03, 2009 7:09 am
by Darth_Spiderpig
CodaRez wrote:Or is it real life ones ur looking for?
:funny2:

Re: All-Purpose Request Thread (Take 3)

Posted: Thu Sep 03, 2009 11:39 am
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?

Re: All-Purpose Request Thread (Take 3)

Posted: Thu Sep 03, 2009 5:03 pm
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.

Re: All-Purpose Request Thread (Take 3)

Posted: Thu Sep 03, 2009 5:35 pm
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.

Re: All-Purpose Request Thread (Take 3)

Posted: Thu Sep 03, 2009 10:40 pm
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.