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Messages - frazscotland

#1
Heres an updated vid showing some more weps and also illustrating various landmines... 8)
http://www.youtube.com/watch?v=uf9uRSBARVE&feature=c4-overview&list=UUTI_m7fi-n6g7uiFg5fEMZA
#2
Properties Editing / CTEFFECTS EDITING
October 24, 2013, 04:05:45 PM
On a limited scale  with my mod endeavours ive found you can alter existing CTeffects to create your own.
In the ACTOR CLASS BROWSER properties if you scroll down to EMITTERS there listed are almost all (but actually more) than that you can preview in he PARTICLE EFFECTS BROWSER.
In particle effects browser pick an effect you might want to edit to your own tastes eg fire .
look for this effect in the properties emitters listing in ACTORCLASSBROWSER untick the placeableclasses only box !
Select it then right click NEW PACKAGE name it to your taste  EG    SANDCRAWLER   and then give your new effect a name eg  BLUEFLAME
Essentially you are creating a subclass of an exiting effect.
Once you have created this you can then edit this new effect without altering your existing effects package, you would  then open the default properties of your new effect and there in the cell for EMITTER it will show emitters and within each drop down you can search for and edit its COLOUR.
Some Effects in the CTeffects package you will notice are looped or just "run thru" once. This also can be edited in ADVANCED of its default properties it has LIFESPAN usually set to 0 but you can edit this to say 2 or 3 etc
Eventually you can close unreal ed and remember to save your new package by default it will do so to the Properties folder,But sometimes you might accidentally save it to another folder . if so just move to Properties folder
If you have a problem or it appears not to have saved properly  goto the respective folder and look for your new package
by name and remember to use suffix at end .u     EG   SANDCRAWLER.u
You can add many more new effects in this manner to your existing package..
Remember if you are using Modded custom effects you must include your package.u with your maps or others wont see these effects..
8)
8)
#3
UPDATED VIDLINKS IN 1st HEADER post also showing weapons so far will try to make vid of medevil weps  also soon. 8)
PART 1
http://www.youtube.com/watch?v=J4Zplde9LQc
PART 2
http://www.youtube.com/watch?v=25bhPRQvs38
PART 3
http://www.youtube.com/watch?v=Ne0Oq1hxC2w
PART 4
http://www.youtube.com/watch?v=J0JE2aYfOKk
#4
Star Wars Republic Commando Chat / KARMA MESHES IN MP ?
October 04, 2013, 05:22:47 PM
I remember a post from a few years back in which RC1138 was trying to get karma meshes to work in MP.
When your have a selection in static meshes ie a box you can select to place a KARMA mesh on map .
In it's Properties in HIDDEN there are 2 cells ROLE usually set to AUTHORITY and REMOTE ROLE  which I think if set to same ... AUTHORITY should make karma meshes work in MP.
Particle effects if their properties are viewed on a default retail map tend to have the same setting for both cells.
I've not tested it myself yet so any feedback on if this works would be great, ::)
Ive used this same setting for my destructible trap placements from SP on a map for MP .
ROLE and REMOTE ROLE set to AUTHORITY 
#5
Well ive made more updates to this mod obviously taking time to accomplish and fix,
1 bug was the attachment class for in the hudarms some weps have to have separate attachment class where the static mesh was slightly reduced scale so as not to hide the ammo counters !! fixed
each weapon or wep version now has separate ammo class so it would not mess with ammos.
I.e now u can have for instance 2 snipers or 2 blasters 2 pistols etc.The new bowcaster variants unfortunately don't have skewer but have more zooms and increased ammo..3
ACP variants have increased ammo
The new sniper variants have 3 zoom also and don't have the animated frame in zoom
Melee with new weps should give the flashbang stars to melee recipient like a stun for 1 sec.
Bayonet weps will give increased melee damage and perhaps a blood spurt,.
Nade launchers for mod nades have slower rof 0.5 sec delay between throws,
#6
Completed Maps / Re: Starbase
August 22, 2013, 12:46:58 PM
amazing as usual darklord u are a mapping god setting the standards  8)
#7
Updated vidlinks in top post !!!  8)
#8
Awesome thanks very much  please continue the series I know its out your time etc but would be invaluable for others  8)
#9
Ahh thanks for that link DL theres some awesome articles there.  :)
#10
Well updated links for vids in top post .
Many thanks to darklord for his most excellent invention of plasma nade launcher  which appears in vid 4. !!
and many thanks also to Xtaze for feedback on bug fixes  and ccp vi for his awesome script workaround to make this possible and his flamethrower also,.
Its getting there to completion slowly  ;D
#12
Star Wars Republic Commando Chat / OPTIC MODS
April 28, 2013, 08:57:40 AM
Here a clan doing some modding for rc you can keep abreast of the latest opticons work...
http://optic-clan.com/home
Heres a mod theyve released
http://www.mediafire.com/?uz2yzbc2sv707lc
#13
Tnaks for your tireless work on maintaining forum for years  for community sandcrawler   :)
#14
Completed Maps / Re: [RC] DLHQ
February 12, 2013, 10:58:02 AM
Awesome Darklord Thanks man,,,  8)
#15
General / Re: Community
February 05, 2013, 11:43:00 AM
ya im still here 2 ! just been slowly slugging away with my rc wep xpansion mod. Im always late and as such this is also .
Just been testing things and remaking things. just like a mapper i guess changing parts in their maps . 8)