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AceMastermind

Latest Activity

Posted in: Increasing AI Per Team
 AceMastermind
09-18-2006, 8:26 PM
#2
Lucasforums (http://www.lucasforums.com/showthread.php?t=169010)...  [Read More]
Posted in: TEC II: Revenge of The Republic
 AceMastermind
09-12-2006, 5:34 PM
#3
Yeah, I like that "Cody" skin too, looks just like the movie. Nice work....  [Read More]
Posted in: Editing CP / Spawn Path height
 AceMastermind
09-06-2006, 11:33 PM
#2
Select one of the nodes, press and hold the "shift" key then "left click" to move 1 or "right click" to move them all up or down....  [Read More]
Posted in: once again im confused
 AceMastermind
09-03-2006, 3:34 PM
#11
"Left" click on the zipped folder and when it opens you will see on the left: "Extract", just click on "extract" and follow the instuctions that are given....  [Read More]
Posted in: confused about modding
 AceMastermind
09-03-2006, 3:40 PM
#7
You can get the BF2Modtools here: BF2_Modtools (http://starwarsbattlefront.filefront.com/file/Star_Wars_Battlefront_II_Mod_Tools_PC;57352)...  [Read More]
For the "rocketeer" you could just use the marine, and put it in a side and change the skin....  [Read More]
Create a "side" for your Clone Trooper, unless you already made one, and go to the "msh" folder in your side and rename the "rep_inf_ep3trooper" to "rep_inf_ep3trooper1", so you don't overwrite it, unless you w...  [Read More]
Posted in: Very Messed Up Glitch
 AceMastermind
08-23-2006, 5:59 PM
#4
Yes, it's the visualmunge.exe, where you go to munge your map each time so that the game engine can read it. There is a button right next to "munge" called "clean", click on "clean" and then when it is done "cleanin...  [Read More]
Posted in: Very Messed Up Glitch
 AceMastermind
08-23-2006, 5:03 AM
#2
Clean and munge again, then play the game and see if it's still there....  [Read More]
Posted in: Particle cannon turrets
 AceMastermind
08-20-2006, 8:57 PM
#2
That weapon name is: "tur_bldg_recoilless_lg" Located in data_ABC/Side/tur/odf Open ZE and load your .wld file and go into "object" edit mode. Then click browse, and browse to, data_ABC/Side/tur/odf and find and click on, tur_bl...  [Read More]
Posted in: placing cps on objects? help
 AceMastermind
08-20-2006, 5:48 AM
#2
To make it easier to place objects on other objects, be sure to check the box that says "Build accurate object collision" when loading your .wld file in ZE. To place spawn nodes on an object, hold the "shift" key and use the mouse...  [Read More]
Posted in: SHOW YOUR SKINS
 AceMastermind
09-24-2006, 11:45 PM
#13
Very nice! Keep up the good work! :marx1:...  [Read More]
Posted in: Help, unit spawn editting
 AceMastermind
09-21-2006, 7:50 PM
#6
I'm afraid i don't know what you're referring to? More details please....  [Read More]
Posted in: Help, unit spawn editting
 AceMastermind
08-19-2006, 7:17 PM
#4
How to increase the number of units on the battlefield: Example: cis = { team = CIS, units = 100, <=== change to something like 100 (max units per side is 400) reinforcements = 250, soldier = { "cis_inf_rifleman",9, 25}, <==== last n...  [Read More]
Posted in: need lava help
 AceMastermind
08-12-2006, 3:33 PM
#2
The link below is to a tutorial for creating a map with Lava, i think it was made for BF1 but it should work for BF2, it pretty much tells you everything you need to know about lava, death regions....etc. Lava map tutorial (http://www.saturnlabs.net...  [Read More]
Posted in: to acemastermind... mod tools help
 AceMastermind
08-10-2006, 5:14 PM
#3
I did actually add a Episode 2 marine, a CIS marine and Count Dooku to one of my maps and this is what the ABCc_con.lua looks like: ReadDataFile("SIDE\\rep.lvl", "rep_inf_ep2_rifleman", "rep_inf_ep2_rocketeer", "re...  [Read More]
Posted in: What is with ZeroEditor?
 AceMastermind
08-21-2006, 2:24 PM
#27
I have a Arc170 on my test map and everything works fine....  [Read More]
Posted in: What is with ZeroEditor?
 AceMastermind
08-21-2006, 11:07 AM
#25
There are some vehicles in the modtools that are missing some things to make them fully functional, in which case, you should find whatever assets that are there and put them in a "side" and fill in the gaps with files that do exist in the...  [Read More]
Posted in: What is with ZeroEditor?
 AceMastermind
08-21-2006, 10:32 AM
#23
The Arc170 should spawn, if not, then assign it to another CP and see if it spawns. I'm not sure about "rep_hover_speederbike"(from Battlefront 1), it may be incomplete, i haven't tried to get it working yet. I have tried to spawn it, but n...  [Read More]
Posted in: What is with ZeroEditor?
 AceMastermind
08-21-2006, 9:59 AM
#21
Click on the link below and follow these instructions step by step first so you can get an idea of how to add sounds then perform the same actions on your project map. The tutorial works if you follow each step. http://www.gametoast.com/index.php?na...  [Read More]
Posted in: What is with ZeroEditor?
 AceMastermind
08-20-2006, 2:27 AM
#18
The droid gunship is a "command flyer" because you can spawn from it, so you'll also have to add this line to the memory pool in your ABCc_con.lua: SetMemoryPoolSize("CommandFlyer", 1) So it looks like this: -- Level Stats -...  [Read More]
Posted in: What is with ZeroEditor?
 AceMastermind
08-19-2006, 6:35 PM
#16
lol, That's something that i haven't attempted yet, but like everything else, i'm sure it's possible....  [Read More]
Posted in: What is with ZeroEditor?
 AceMastermind
08-19-2006, 6:27 PM
#14
Yeah, i just posted this at Filefront, but i'll post it here too. Lets say you want the Tantive4 level on your map, or at least some parts like completely built rooms, hallways and such. Create a basic map, lets call it ABC, then copy the ODF and MS...  [Read More]
Posted in: What is with ZeroEditor?
 AceMastermind
08-10-2006, 4:32 PM
#10
Go back into ZE and delete the turrets from your cap ship then save and close ZE. Clean and munge, then go play it and then see if it crashes....  [Read More]
Posted in: What is with ZeroEditor?
 AceMastermind
08-10-2006, 2:04 PM
#7
Capital ships are placed on land maps in ZE just like objects. Go to BF2modtools/space_template and copy the odf and msh folders, then paste them into your world1 folder for your land map. Then open ZE and load your landmap, and go into object edit m...  [Read More]