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Messages - kram

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1
Properties Editing / Re: CTEFFECTS EDITING
« on: December 20, 2013, 01:03:33 PM »
If you save any properties with the package name myLevel, i think it will automatically compile any classes with the map so you don't need to include it with the map. I could be wrong since it's been so long since i have done anything with this game. I just came back to see if anyone is still around. I did mostly property editing when i did stuff with this game.

2
Single Player Level Design / Re: Sinlge player tutorials.
« on: May 17, 2013, 01:48:32 PM »
If anyone actually wants it i could write a few quick tutorials on different SP things. I used to mess around with SP alot so i knew how most things in the game were done. I figured out the repelling intros, ai scripts, triggered sequences(walk through a alley, windows blow out, grenades come through, trandos jump/repel through etc.) plus much more. One of the things i was most proud of was something explosive that was on a wire that when triggered would travel down the wire into a wall blowing a hole through it. I also did more things such as properties editing and a little bit of coding.

If you want to know how to do something, just say, and i will try to remember how it is done.

3
Star Wars Republic Commando Chat / Re: SWRC WEAPON EXPANSION PAK
« on: June 20, 2012, 09:31:41 AM »
Very nice. What is the giant blobby thing?

You should try making a land mine. Make it so you cant throw it far (like right in front of you), then set bProximityDetonate, bActorDetonate and bStickToWorld to true and a very low proximity, with a realllllllllly long fuse time.

4
General / Re: Hey
« on: June 07, 2012, 10:24:44 AM »
I dont know much about sandcrawler mod, but i can tell you it is not used very much.

Most online servers have mods that allow the people who join to not have to have downloaded the mod.

5
Forum and Website Technical Section / Re: Repelling
« on: June 05, 2012, 05:24:59 PM »
Not an aiscript, a scripted trigger. They are not linked to anything.

6
Forum and Website Technical Section / Re: Repelling
« on: June 01, 2012, 05:35:30 PM »
You have to use a scripted trigger, set up like this:

The delay between the Briefing and PropAnim is important. It doesnt have to be at 3.

To animate the rope is the same as with other pawns.

There are 2 heights that you can rappel from. 1760 and 600. It is a good idea to make the platform you rappel from as close as you can get to one of these, off the ground.

7
Maps in Progress / Re: [RC] Cliffside
« on: June 01, 2012, 10:16:48 AM »
Yea i looked at it before and that only works for an old version of blender and even if i get an old version of blender, the mesh, when imported into ued is really strange(nothing like the original mesh).

There is an ase exporter for the new version of blender, but it is really confusing and i havent bothered trying to figure it out since i havent needed it yet.

8
Star Wars Republic Commando Chat / Re: SWRC WEAPON EXPANSION PAK
« on: June 01, 2012, 08:07:44 AM »
Oh, sorry, but ive since lost almost all of it. I could remake it pretty quickly if you really want. I didnt do any model or animation changes.

I uploaded the self-guided rockets though, right here: http://forums.sandcrawler.net/index.php?topic=1440.0

bottom of page. They work, kinda. There was problems with them, though i only remember that the problem wasnt big enough to see that they work.

9
Forum and Website Technical Section / Re: Repelling
« on: June 01, 2012, 08:05:35 AM »
Well, i think he means how it is done in the campaigns. All it is is an animation, just like with the other clones, except player on "player". I think.

yeah i figured it out now the question is how to get the player to repel. I have looked at what they did but it didnt seem to work i mean has anybody here gotten the player commando to repel?
I have. See above. If you want i could get a more detailed explanation.

10
Star Wars Republic Commando Chat / Re: SWRC WEAPON EXPANSION PAK
« on: May 31, 2012, 04:05:16 PM »
I use to mess around with the weapons. I made throwing discs, a medieval style crossbow, smoke grenades, stick grenades, bouncy ball grenades(they would bouce very high and had a long postimpactfusetime and i made them only blow up if they hit a pawn) flamethrower(which i never actually finished but had the flame effect working well), self guided rockets (required some scripting), a gun like the spartan laser from halo and a bunch more that i forget. I also changed some simple gameplay related settings for the MPPawns. The trandos didnt have shields, but they had a bit more health and ran a bit faster. Different starting weapons too(RCs had normal + a flashbang, trandos had acp+conc rifle(severely nerfed)+stick grenades + a smoke grenade). That combo made for some interesting 1v1s(lan).

Another thing, the flashlights on your guns look really ugly. I would remove them. But other than that, it is really good.

11
Maps in Progress / [RC] Cliffside
« on: May 31, 2012, 03:51:22 PM »
For fun i am trying to make a map for RC that will be based on the side of a cliff. I am using blender to generate a heightmap to import into unrealed. So far almost everything has been working perfectly. I havent figured out how to import SMs from blender. I have imported a heightmap from blender and added a skybox(a really good one). It will use mainly custom textures.

Screenshots to follow

12
Maps in Progress / Re: [RC] Grassy
« on: May 21, 2012, 05:38:07 AM »
I was just testing to see what it looked like. I only had done a small portion of it.

13
Maps in Progress / Re: [RC] Grassy
« on: May 17, 2012, 09:23:26 AM »
How is it? Good?

14
Maps in Progress / [RC] Grassy
« on: May 15, 2012, 06:23:45 PM »
Test for more realistic edge for a map using static meshes

15
Star Wars Republic Commando Chat / Re: SP tutorials
« on: May 10, 2012, 08:05:47 AM »
Well i would but i dont really have any SP maps worth uploading. They are all pretty much just tests. I have a few MP maps though.

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