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The naming convention for the scripts is as follows:. You can modify the game scripts directly in any text editor I suggest using a more advanced editor such as UltraEdit, or EditPad. See above for the location of the scripts. This will load up the editor. It is important to note, that when creating your new world through VisualMunge, we create, and set up all the files needed to run your level, and have the game mode functionality work.

You will, however, have to go into your world and add Planning Paths , Barriers , Boundaries, any Lighting you want to add, along with any new Objects or terrain features you want to add. You can copy one object at a time, or you can just copy these entire folders into your new world folder.

These files need to go in a corresponding folder inside your new mod folder. Select a box that you want to add a new texture to you can replace existing textures, or you can start by adding a new texture to a blank box.

The box will be blank if you choose a blank texture slot. Click the Browse button below the Texture box, browse to the texture you just copied into your world folder, and voila…your new texture is ready to be used. By default, the template map uses the sky file from Yavin. Changing this is a fairly simple thing to do. Since most of you will want to have more than just the 4 default CPs in conquest, here is a quick tutorial on how to add more CPs to your map.

SpawnPath — This is where you will spawn if you select this CP. CaptureRegion — The region that you need to be inside in order to capture the CP. ControlRegion — This region controls vehicle spawns, more on this later. The first thing you need to do is open the editor, and open your new world. For the sake of keeping things clean, and simple, always click Select All and make sure all the layers are loaded. As an aside, there is a checkbox at the bottom called Build accurate object collision.

What this does, is builds auto-generated collision for all the objects, based on the actual mesh. I would recommend using this, as it makes placing, selecting, and manipulating objects MUCH easier. Otherwise, the editor will use a bounding box for collision which makes selecting objects a pain, and it makes placing objects on top of other objects much more difficult.

Click that button, and it will take you into the layers dialog. Click on conquest and then close that window. Click the Browse button.

The browse dialog will automatically close, and you be back in your editor view. Drag your mouse around the 3D view, and notice there is now a small object that is always under your mouse cursor. This is the CP object. Simply click on a spot on the terrain and it will place a new CP object in your level.

Now that the CP is placed, we need to set up the name of the CP, and a few other things like what spawn path it will use, and what capture region it will use. Click on the Select button on the upper-left part of the Object edit panel. Click on it, and it will turn blue.

This means the CP is now selected. I recommend keeping with the naming scheme that we used in the template files, so your new CP should be named cp5 as we already have CPs 1 through 4 that were automatically placed when you created your level. I also recommend always using lower case in anything you type in any of these fields, just because it eliminates the possibility of having mis-matched capitalization across associated objects.

Simply click on the auto-generated name in the name field, which will highlight the name, type your new name, and hit enter. Next, click on the 0 in the Team field, enter a 1, or 2, and hit enter.

This needs a bump. This needs to be stickied. Drawbridge View Profile View Posts. The script to automatically redirect the IP adresses works a treat. Nice job. Wulzmann View Profile View Posts. I copied the. I find some servers now only 1 EU tho but no server has players in it.. Does noone play multiplayer or is the. As the team claimed, future content such as map reworks, new maps and the GCW era are planned to be released within the coming months.

New heroes for both eras will also be added with each bigger update. Last but not least, the team recommends using the following two mods in order to properly display the HUD and to get the mod running. He is a PC gaming fan and highly supports the modding and indie communities. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved - and still does - the bit consoles, and considers SNES to be one of the best consoles.

I would suggest deleting all. That should cut down the size considerably if you just want someone to look at its structure without the extra baggage. Post Posted: Mon Nov 13, pm. Sorry, my cable connection is too slow for that. The entire game doesn't need to be posted. Post Posted: Tue Nov 14, am. Post Posted: Tue Nov 14, pm. Post Posted: Thu Nov 23, am.



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