BF mod: Area51 Ver 2.20

Full Game Conversions and Custom maps
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Vilespring
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Re: BF mod: Area51 Ver 2.20

Post by Vilespring »

BotHunter;
No problemo. :)
I just need the mech.
I only have "MechaLegs" and by looking through the code, no weapons. :(

Freddy; I have no idea. Google does a lot

EDIT: Oh, Bot Hunter, that reminds me, the UFO has the wrong landing gear on the right (?) side. it is pretty weird. :lol: it has two wheels and one leg.
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Area 51: http://battlefieldarea51mod.weebly.com/

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BotHunter
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Re: BF mod: Area51 Ver 2.20

Post by BotHunter »

Heh heh! The UFO was one of the first I made. I should re- make it. I'll Upload the Titan object file. (the mech)
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BotHunter
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Re: BF mod: Area51 Ver 2.20

Post by BotHunter »

Here you go: The object is called "Titan". here are the Standard mesh, objects and texture files. Thanks!

http://www.mediafire.com/?4kmgvax8mjbalkz
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Vilespring
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Re: BF mod: Area51 Ver 2.20

Post by Vilespring »

Thanks. I'll get to work. :)

I like how you did the US-heavy tank treads! XD I thought they were 4 geometrys! :lol:
and, while on the topic of tracks, I still think vanilla vehicles should be in the game, so a little renaming should fix the problem.

one more thing; were did the epic laser effect s go on the axis heavy tank?!?!? D:
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Area 51: http://battlefieldarea51mod.weebly.com/

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BotHunter
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Re: BF mod: Area51 Ver 2.20

Post by BotHunter »

the vapor trails and laser effects seem to only work on "home-made" maps :|
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freddy
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Re: BF mod: Area51 Ver 2.20

Post by freddy »

Vilespring wrote: Freddy; I have no idea. Google does a lot
ooohhh google!
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BotHunter
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Re: BF mod: Area51 Ver 2.20

Post by BotHunter »

I'll look into the laser effects. ;)
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Vilespring
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Re: BF mod: Area51 Ver 2.20

Post by Vilespring »

I have been doing very good :D
The titan's guns now fire independently from each other, left gun with left click, right with right.
The US Heavy tank has the tracks fixed. All the weird wheels are removed, and I'm sorry, the tracks now animate as fast as it moves. Looks so realistic :) One of the things that drove my nuts in Battlefield 1942 was the slow track animations.
I am moving on to fixing the axis heavy tank. I was playing around, and I found that, you did in fact, make a charge up effect. I can make it work. :)
Don't worry about the tanks. I have them under control.

P.S. How dat nuke coming? I wanna have a fun time nukin'! :lol:

and, as one last thing, not to be pushy, but rename the new heavy tank tracks so that vanilla vehicle tracks are themselves. If you made your own geometrys for tracks, tell me, and I'll see if I can make vanilla tanks keep their tracks on my end :)
This is medium priority, because I kinda want to see how the vanilla tanks would preform in such an outclassed battle.

LOOKING GOOD!!! KEEP HE GOOD WORK COMING!!!!!!!
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Area 51: http://battlefieldarea51mod.weebly.com/

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Vilespring
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Re: BF mod: Area51 Ver 2.20

Post by Vilespring »

Well. I finished making the axis heavy tank have the guns charge up before firing. It can get odd every now and then, but the timing is good for the most part.

I need a new job :3
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Area 51: http://battlefieldarea51mod.weebly.com/

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BotHunter
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Re: BF mod: Area51 Ver 2.20

Post by BotHunter »

you found the "e_gun_biuldup?" :) I couldn't get it to work :D . I will make the nuke mesh very soon!! But please can you upload the new version?? I want very much!! :D Thanks!!
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