3 mods I've been searching for. -1 reply

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#1 8 years ago

I've been searching for the following 3 mods.

ADS mod Allows one to Aim Down on Sight for more accurate/precise firing. (May or may not actually affect spray/wander. It could even be just for show.)

Tactical AI Use the map, type in specific words, letters, shortcuts, hotkey commands to give more detailed and specific orders to the AI. e.g.

Secure/Defend command post 1 would be "CP1" - command could be extended if each AI were numbered and you could assign a set class for them to spawn as. So if you wanted AI 1 as a Sniper to take CP1... "AI1 CP1" If you wanted AI 1 (sniper) and AI 2 (trooper) to do the above... "AI1, 2 CP1"

You could probably even set a group of certain AI together in a premenu or during spawn selection.

Take out a manned vehicle could be inputted as "AI2 V" - Taking out vehicles could be more detailed if each one were assigned a letter. Say there were 2 vehicles. Tank A and Tank B. Such as... "AI2 VB"

Skin Swap This would allow multiple skin selection when spawning. I want this skin.... now I want this skin....... Hmm.... I want THIS specific AI to have THIS skin and........ refer to Tactical AI.

If nothing like these are out there, then oh well. One can only hope for BF3.




Maveritchell

SWBFFiles SA

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14th September 2007

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#2 8 years ago

None of those exist.

Functionally, the first one is the same as the zoom on any weapon that goes into a scope view. If you wanted it to look like you described it, you'd just need to use a different model for the scope HUD view.

The second one is impossible, the way you describe it. There's no way to track button presses in-script, aside from the pre-built AI commands ("follow me", etc.). You can script those to do something different than they already do, but you're limited to about five.

The third is impossible. Textures are a class-based parameter (like most unit parameters) if something applies to one member of the class, it will apply to the whole class. Class changes can't be effectively made to single units (it could be done, but it would be an incredibly wasteful hackjob and you'd have to know how to use SWBF2's lua scripts very well - I can think of less than a handful of people that could do it, and no one that would want to).




Guest

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#3 8 years ago

Welp, that's just the way things go. Thanks for the clarification.




icemember

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#4 8 years ago

On The 3rd one, Are you saying during unit selection, you want too be able too choose a unit, then decide on what skin too use? If so, let me know when someone has done it LOL!!

Or is it 5 of the same unit model with a unique skin of there own?




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#5 8 years ago

icemember;5402076On The 3rd one, Are you saying during unit selection, you want too be able too choose a unit, then decide on what skin too use? If so, let me know when someone has done it LOL!!

Or is it 5 of the same unit model with a unique skin of there own?

Ffor organization purposes to prevent confusion about which unit is which, your second thought is better.




icemember

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#6 8 years ago

You can simply hex the skin name inside the models to a name of your choosing. When using the same model, under new names, you will have your units with different skin for that class only. 20 Rifleman with the same skin for that class. Add a another few more rifleman classes with differnt skins. Making it more then 1 rifleman class. However, as an example, 1st rifleman class(if using the default unit number) will have 25 units at max. Those 25 riflemen will have that same skin for that 1st class. So each classes will use that certain skin for all the units in that class. Adding a 2nd rifleman class with a new skin (hex edited version) will have all units in the 2nd rifleman class using that skin. I dont know if this makes any sence LOL. 1st rifleman class with 25 units using a 501st skin. 2nd rifleman class with 25 units using a 212th skin. I have not seen this yet, in one class, all units using a unique skin of there own. Its not impossible either. Just never seen it done yet.