Search found 103 matches

by Vadam
Sun Nov 27, 2016 4:40 pm
Forum: Battlezone 2 Mod Making
Topic: Invisible Water
Replies: 0
Views: 4867

Invisible Water

Some of the water on this FE map is visible from far away, but disappears when the camera gets too close. Here are two videos showing this https://youtu.be/usswbxqHcaI https://youtu.be/BhJ0MIhzen4 Here is the map if you want to try it for yourself https://mega.nz/#!a8A2zDoI!9WKeyZeoWRETnin24iHtEB2J8...
by Vadam
Thu Nov 24, 2016 3:29 pm
Forum: Battlezone 2 1.3 Public Betas Forum
Topic: Battlezone II v1.3.7.2 Public Beta released
Replies: 29
Views: 11381

Re: Battlezone II v1.3.7.2 Public Beta released

Got an internal exception, heres the log. Its too horrendously long to post on here.

http://pastebin.com/QjecM0Pk
by Vadam
Sat Jun 18, 2016 7:56 am
Forum: Battlezone 2 Mod Making
Topic: Seeking an AIP writer
Replies: 0
Views: 12947

Seeking an AIP writer

SF is nearing completion, but I've ran into two problems. The first problem is that I'm lazy. The second problem is that I don't know how to write AIPs, yet I have grand Ideas for them. What I'm looking for, is somebody that has the time and is willing to sit down and work with me to discuss and imp...
by Vadam
Fri Mar 11, 2016 11:52 pm
Forum: Battlezone 2 Mod Making
Topic: Starfleet 0.8 Pre-Release
Replies: 2
Views: 441

Re: Starfleet 0.8 Pre-Release

Yeah, I don't think anybody is crazy enough to try to develop for 1.2 still. I've been keeping up with the patches so SF should be compatible with the new stuff. I'll remove the mediafire link so people will use that one instead.
by Vadam
Fri Mar 11, 2016 11:10 pm
Forum: Battlezone 2 Mod Making
Topic: Starfleet 0.8 Pre-Release
Replies: 2
Views: 441

Starfleet 0.8 Pre-Release

When I crapped out my version of SF a while ago, it was just to show that I was actually doing something and not just piggybacking off of Red Devil's version of SF. It was never really intended to see the light of day, and so it was really sloppily put together (e.x: crappy screenshot shell backgrou...
by Vadam
Fri Nov 27, 2015 4:04 am
Forum: Off Topic Board
Topic: Unknown File Types
Replies: 3
Views: 1153

Unknown File Types

I have obtained the ISOs of a game, both being the same game but on different consoles. When I open them I find that I am unable to find something to open any of the files inside, as google provides no results. Gamecube version on the top, PS2 version on the bottom. I'm posting this here on the off-...
by Vadam
Wed Nov 25, 2015 1:14 am
Forum: Battlezone 2 Mod Making
Topic: Fast-Moving Powerups
Replies: 2
Views: 359

Re: Fast-Moving Powerups

Yep. That doesn't seem to work.
by Vadam
Wed Nov 25, 2015 12:39 am
Forum: Battlezone 2 Mod Making
Topic: Fast-Moving Powerups
Replies: 2
Views: 359

Fast-Moving Powerups

How would I make a powerup move fast once its launched from the armory? GBD and I have tried looking at how UEP's service crates and SRV's nukes do it, but none of them seem to work anymore. They just move at normal speed.
by Vadam
Sun Nov 15, 2015 8:58 pm
Forum: Battlezone 2 1.3 Public Betas Forum
Topic: Battlezone II v1.3.7a130 Public Alpha released
Replies: 60
Views: 9955

Re: Battlezone II v1.3.7a130 Public Alpha released

Blink entry and exit explosions both seem to appear at the exit now.
by Vadam
Sun Nov 15, 2015 5:24 am
Forum: Battlezone 2 1.3 Public Betas Forum
Topic: Battlezone II v1.3.7a130 Public Alpha released
Replies: 60
Views: 9955

Re: Battlezone II v1.3.7a130 Public Alpha released

Red Devil wrote:
Vadam wrote:Is there a way to permanently zoom out with the 3rd person camera? It seems to be alot more zoomed in by default now, and using - and + only temporarily solves this.


tried adjusting the new FOV setting on the graphics options page?


Only seems to affect first person
by Vadam
Sat Nov 14, 2015 10:48 pm
Forum: Battlezone 2 1.3 Public Betas Forum
Topic: Battlezone II v1.3.7a130 Public Alpha released
Replies: 60
Views: 9955

Re: Battlezone II v1.3.7a130 Public Alpha released

Is there a way to permanently zoom out with the 3rd person camera? It seems to be alot more zoomed in by default now, and using - and + only temporarily solves this.
by Vadam
Fri Sep 18, 2015 1:23 am
Forum: Battlezone 2 Mod Making
Topic: Units as Building Requirements
Replies: 9
Views: 609

Re: Units as Building Requirements

Red Devil wrote:you can have crigs upgrade units, too, not just buildings.


Interesting. How would I do that? Just put upgradeName = " " in the unit like its a building?
by Vadam
Fri Sep 18, 2015 12:47 am
Forum: Battlezone 2 Mod Making
Topic: Units as Building Requirements
Replies: 9
Views: 609

Units as Building Requirements

So I'm messing with the Cerberi. I put a thing in where you can make a cerberized version of the unit, but you have to obtain the actual unit first. So for example I would snipe a sentry, and then be able to make cerberized sentries as long as I still kept the original. Yes, I know this contradicts ...
by Vadam
Mon May 18, 2015 5:29 am
Forum: Battlezone 2 Mod Making
Topic: Multiple unit voices for single commands
Replies: 2
Views: 291

Multiple unit voices for single commands

I'll try to articulate this as best as I can. What I'm getting at is if I select a sabre, it plays a specific sound. It only plays that sound. What I'm wondering is, if there is some way to make it a 50-50 chance of playing a different sound. For example, if I gave the sabre two sound files for a go...
by Vadam
Thu Apr 09, 2015 1:18 am
Forum: Battlezone 2 Mod Making
Topic: Creating a Recycler Variant
Replies: 1
Views: 385

Creating a Recycler Variant

I know how standalone mods launch, but I haven't the foggiest on how recy variants work. I think they have something to do with the addon folder, but once again I don't know. I would imagine every new thing has to have a unique name, so it avoids overlapping with stock objects. I mainly need to know...

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