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SpecOp9

Star Wars mod

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Vader and his fellows. biggrin_o.gifbiggrin_o.gif

aca_cp_kt_work0222.jpg

aca_cp_kt_work011.jpg

Vader by Ruppertle and Vader`s Fist guys by me wink_o.gif

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doesn´t vader look a little small and weak compared to his guards? give him a bigger head and he would make a great "Lord Dark Helmet"! except of that he looks good, no?

awesome mod! keep on the good work!

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Yea it looks like a New Vader might be needed... thoes Clones are really high quality, but yet Vader looks a little suspect. Other then that, looking good.

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The Vader is great , its just that he suffers from Ofp shoulders .

see the clones have shoulder pads so they look tougher ... if you give Lord Vader some wider shoulders he will look more menacing .

Can you make him taller as well ? David Prowse was 6 ft 7 inches

add to that the helmet and hes got to be 7ft at least .

btw , how do you intend to handle "The force" ?

would be great if Vader and Jedi's could have a force weapon , that could knock enemies down or send them through the air .

I say this as Vader would never lower himself to use a blaster or other crude forms of weapon , so he would need to either be able to block/deflect shots fired at him untill he gets into mele range ... then its Lightsabre time .

*edit* galactic typo's

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Very exciting news from the Galaxy at War team.  You probably noticed the progress growing.  Thanks to the awsome efforts of the team.

We have made the decision to create yet another Star Wars mod team, however, very very different from this one and at the same time have very close relations with the one there is now.

This 'new' mod team handles everything to do with a different creative aspect, rather than a development aspect. This new mod team will do everything from experimenting, testing, configuring, creating special effects for the mod, developing new sound, developing animations and basic story campaign and plot design.

Basically, you can consider it the ILM of the current mod. Everyone in the current mod team are the hardcore modelers, scripters texture artists... and everybody on the other 'department' are more like the folks who give this mod something NOBODY will ever see in any other mod before us. This is so if some guy is a modeler, finished his addon, but is not happy with the sound, explosion effects, or the laser shooting effects, the other mod department will already have something whipped up. Basically, this new department are the inventors. Hope it's easy to understand.

What does this do? Simple. It once again breaks up the mod into smaller, more easy-to-work pieces, much like what we did with The Battle of Geonosis, working on specific things to help progress through everything quicker, easier, and better. The only downside is, if someone wants to join this mod, they can only choose ONE department, Development or the Special Effects.  This is to ensure that we have a plethora of team members on both sides of the field, to get stuff done FAST.

This will probably be the first mod team to ever do something like this, where there are two completely different mod departments working on specific things, yet the same thing. This takes alot of stress off individual members, where they are not expected to have the ability to do everything.

Much more exciting details and plans will be revealed at a later time, including an actual Star Wars movie development team near the BOG demo release or the ArmA release.

p.s. I knew Cell7 could make a better Geonosis than me.  Island making is not my thing wink_o.gif

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hmmm too short to be darth vader so its obviously the evil lord dark helmet from the movie spaceballs biggrin_o.gif

 tounge2.gif

May the schwartz be with you all

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I need help please. Can anyone offer there services to help me script a simple animation for the LAAT. I want to animate the Rocket loading into the cannon chamber. I have all the components labelled and Settextured but the damn thing wont rotate. PM me if you are willing to help.

web002fd.jpg

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Quote[/b] ]MP me if you are willing to help.

I dont know how a multi play game will help though?  huh.gif

biggrin_o.gif

That would be great. I'll pm you.

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if u guys are gonna have a mp game ill play  thumbs-up.gif

You guys are crackin me up !  tounge2.gif

Cell .........

Quote[/b] ]      class Animations

     {

         class LeftBombbay

        {

           type="rotation";

           animPeriod=2;

           selection="right bombbay";

           axis="axis right bbay";

           angle0=0

           angle1=1.3;

        };

        class RightBombbay

        {

           type="rotation";

           animPeriod=2;

           selection="left bombbay";

           axis="axis left bbay";

           angle0=0

           angle1=-1.3;

        };

    };

class UserActions

{

class luki1

{

displayName="Open Bomb Bay";

position="gunnerview";

radius=5;

condition="(this animationPhase ""LeftBombbay"" == 0)";

statement="this animate [""LeftBombbay"",1];this animate [""RightBombbay"",1]";

};

class luki2

{

displayName="Close Bomb Bay";

position="gunnerview";

radius=5;

condition="(this animationPhase ""LeftBombbay"" == 1)";

statement="this animate [""LeftBombbay"",0];this animate [""RightBombbay"",0]";

};

}

This is from the B52 config, re: bombbay doors, relatively self - explaining ..... maybe smile_o.gif

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It seems to be a Venator Class Cruiser Turbolaser... confused_o.gif

Yeah I think the same... Google is your friend tounge2.gif

Thread

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web002fd.jpg

This is what I have done so far, untested.

Can someone let me know if I am heading toward the right direction with this script?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;;Original script by Footmunch

;;Modified by Cell7

; Init our local vars

_array = _this select 0

_weapon = _array select 1

_ammoname = _array select 4

_plane = _array select 0

_tpath = {\c7_laat\tex\}

? (_weapon == "Gunshiprocketlauncher") : goto "GunshipRocketCheck"

#GunshipRocketCheck

_rktcount = _plane ammo "Gunshiprocketlauncher"

? (_rktcount == 21),(_rktcount == 20)  : goto "rkt1+2away"

? (_rktcount == 19),(_rktcount == 18)  : goto "rkt3+4away"

? (_rktcount == 17),(_rktcount == 16)  : goto "rkt5+6away"

? (_rktcount == 15),(_rktcount == 14)  : goto "rkt7+8away"

#rkt1+2away

_plane setobjecttexture[0, ""]

_plane setobjecttexture[1, ""]

#rkt3+4away

_plane animate["hatch1", 1]

_plane animate["hatch2", 1]

~1

_plane setobjecttexture[2, ""]

_plane setobjecttexture[3, ""]

_plane setobjecttexture[22,_tpath + "gun.pac"]

_plane setobjecttexture[23,_tpath + "gun.pac"]

_plane animate["rktR", 1]

_plane animate["rktL", 1]

_plane animate["rktfill1", 1]

_plane animate["rktfill2", 1]

goto "CloseHatch"

#rkt5+6away

_plane animate["hatch1", 1]

_plane animate["hatch2", 1]

~1

_plane setobjecttexture[4, ""]

_plane setobjecttexture[5, ""]

_plane setobjecttexture[22,_tpath + "gun.pac"]

_plane setobjecttexture[23,_tpath + "gun.pac"]

_plane animate["rktR", 1]

_plane animate["rktL", 1]

_plane animate["rktfill1", 1]

_plane animate["rktfill2", 1]

goto "CloseHatch"

#rkt7+8away

_plane animate["hatch1", 1]

_plane animate["hatch2", 1]

~1

_plane setobjecttexture[6, ""]

_plane setobjecttexture[7, ""]

_plane setobjecttexture[22,_tpath + "gun.pac"]

_plane setobjecttexture[23,_tpath + "gun.pac"]

_plane animate["rktR", 1]

_plane animate["rktL", 1]

_plane animate["rktfill1", 1]

_plane animate["rktfill2", 1]

goto "CloseHatch"

#CloseHatch

; Wait a little

~1

; And close the doors

_plane animate["hatch1", 0]

_plane animate["hatch2", 0]

~05

_plane setobjecttexture[22, ""]

_plane setobjecttexture[23, ""]

exit

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