BF mod: Area51 Ver 2.20

Full Game Conversions and Custom maps

Re: BF mod: Area51 Ver 2.20

Postby BotHunter » Mon Aug 05, 2013 11:39 pm

You guys want to try again at 4:30 PT?
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Re: BF mod: Area51 Ver 2.20

Postby Vilespring » Tue Aug 06, 2013 12:18 am

That is when I leave to do things for an our, all days except sunday and friday.
:(
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Area 51: http://battlefieldarea51mod.weebly.com/

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Re: BF mod: Area51 Ver 2.20

Postby Vilespring » Wed Aug 07, 2013 3:02 am

Alright. High school is starting and I will not be able to test with you guys very easily. :( I'll be occupied a large percent of the day. I will still work in my spare time. That is it for now. You can forward any ideas that you guys come up with to me if I'm not there.

P.S. I would like all double-barreled weapons to have each barrel as their own geometry. This way I can make each barrel fire independently of each other, and have individual recoil. Like the AA gun and the Allied heavy tank.
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Area 51: http://battlefieldarea51mod.weebly.com/

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Re: BF mod: Area51 Ver 2.20

Postby Vilespring » Thu Aug 08, 2013 4:21 am

I have noticed something kinda, bad/odd. You can see right through the bottom of the Allied Heavy Tank. ._. Just, add it to the to-do list, which is getting pretty big. :lol: Well, I have a killer idea;


Yup, That is a nuclear missile silo :). I can get it working pretty well, and I think I can get it to work very impressively. I would make it a neutral building in the center of the map. It will start unloaded and reload with a reload time of around 3-5 minutes, I'm not sure yet, but somewhere around there. By the way, If this does get added, I would like the silo doors, and the launch ramp to be separate objects, so I can make it open and close. I would also like a big red missile, like in the picture. Add tail fins to the missile, you can't see it because it is in the silo, and I forgot to show it outside. BTW, this thing WILL be able to hit the map, end-to-end. I have an idea how to make it do that. :mrgreen:
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Area 51: http://battlefieldarea51mod.weebly.com/

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Re: BF mod: Area51 Ver 2.20

Postby BotHunter » Thu Aug 08, 2013 9:32 pm

Can you please write up the to do list?? I will make that nuke launcher mesh for you. Also, you Really need to get this!!
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Re: BF mod: Area51 Ver 2.20

Postby Vilespring » Thu Aug 08, 2013 10:28 pm

looks like my laptop would vaporize from that :roll:
sounds like a plan. :) I will assemble the to-do list as soon as possible.
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Area 51: http://battlefieldarea51mod.weebly.com/

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Re: BF mod: Area51 Ver 2.20

Postby BotHunter » Wed Aug 14, 2013 3:35 pm

Hows that to-do list coming??
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Re: BF mod: Area51 Ver 2.20

Postby Vilespring » Wed Aug 14, 2013 9:04 pm

Sorry, been a little too busy. I have a few things to say though;

The US heavy tank has a transparent bottom
the colt 1911 has spazy zoom in. and the sight is grey, can't see nothing.
sights for allies custom guns are grey.
all for now.
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Area 51: http://battlefieldarea51mod.weebly.com/

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Re: BF mod: Area51 Ver 2.20

Postby BotHunter » Wed Aug 14, 2013 9:11 pm

Can you help with the weapons on the mech? I want it to alternate fire between the two barrels.
here is what I've made so far, As you can see, Both barrels fire at the same time.
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Re: BF mod: Area51 Ver 2.20

Postby freddy » Wed Aug 14, 2013 10:59 pm

is there any "ufo" mod to bfv?
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