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#1 sporting1986

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Posted 09 November 2008 - 05:36 PM

how do i put the shield in the tower guards like bfme1???
Thanks in advance

#2 Annullus The Grey

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Posted 09 November 2008 - 05:39 PM

is there any commented out code in the tower guards.ini file that has references to armor
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#3 Ridder Geel

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Posted 09 November 2008 - 05:53 PM

Uh Shields have to do with models ;)
I will look for the model and post here again :)
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#4 Annullus The Grey

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Posted 09 November 2008 - 05:55 PM

though they can be disabled through code ;)
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#5 TroDuS

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Posted 09 November 2008 - 05:56 PM

There are 2 Towerguard Models in Bfme2:

gutowergrd_skl.w3d / gutowergrd_skn.w3d -> BfME1 Model with a Shield

gutwrgrd_skl.w3d / gutwrgrd_skn.w3d -> BfME 2 Model without a Shield ;)

#6 Elvenlord

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Posted 09 November 2008 - 06:01 PM

You would have to change the model and all the animations. Somewhat time consuming, but not that bad. I did, but that was awhile back, I don't remember how long it took me.

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#7 Fingulfin

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Posted 09 November 2008 - 06:03 PM

Time consuming? Simple Copy-Paste was all it took for me xD
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#8 Ridder Geel

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Posted 09 November 2008 - 06:04 PM

I was about to say that...
Well you will need to change the codes and the animations...
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#9 Ridder Geel

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Posted 09 November 2008 - 06:08 PM

Here is the (animation) code from BFME 1, i think it should work ;)
Draw = W3DHordeModelDraw ModuleTag_01
		OkToChangeModelColor = Yes

		StaticModelLODMode = Yes
		
	; specify options for static LODs
		LodOptions	= LOW
			AllowMultipleModels		=	ALLOW_MULTIPLE_MODELS_LOW
			MaxRandomTextures		=	MAX_RANDOM_TEXTURES_LOW
			MaxRandomAnimations		=	MAX_RANDOM_ANIMATIONS_LOW
			MaxAnimFrameDelta		=	MAX_ANIM_FRAME_DELTA_LOW
		End
		
		LodOptions	= MEDIUM
			AllowMultipleModels		=	ALLOW_MULTIPLE_MODELS_MED
			MaxRandomTextures		=	MAX_RANDOM_TEXTURES_MED
			MaxRandomAnimations		=	MAX_RANDOM_ANIMATIONS_MED
			MaxAnimFrameDelta		=	MAX_ANIM_FRAME_DELTA_MED
		End
		
		LodOptions	= HIGH
			AllowMultipleModels		=	ALLOW_MULTIPLE_MODELS_HIGH
			MaxRandomTextures		=	MAX_RANDOM_TEXTURES_HIGH
			MaxRandomAnimations		=	MAX_RANDOM_ANIMATIONS_HIGH
			MaxAnimFrameDelta		=	MAX_ANIM_FRAME_DELTA_HIGH
		End

		DefaultModelConditionState
			Model			   = GUTowerGrd_SKN
			Skeleton			= GUTowerGrd_SKL
		End

		ModelConditionState WEAPONSET_PLAYER_UPGRADE
			Model			   = GUTowerGrd_SKN
			Skeleton			= GUTowerGrd_SKL
		End
		
		AnimationState		= THROWN_PROJECTILE
			Animation		   = FLYA
				AnimationName	 = GUTowerGrd_FLYA
				AnimationMode	 = LOOP
			End
		End

		AnimationState							= PASSENGER FREEFALL
			Animation							= Grabbed
				AnimationName					= GUTowerGrd_FLLA
				AnimationMode					= LOOP
			End
		End
		
		AnimationState							= FREEFALL
			Animation							= Falling
				AnimationName					= GUTowerGrd_FLYA
				AnimationMode					= LOOP
				AnimationBlendTime				= 10
			End
		End

		
		
		
		AnimationState		= MOVING FIRING_OR_PREATTACK_A
			ShareAnimation		= Yes
			Animation		   = RunAndFire
				AnimationName	   = GUTowerGrd_ATRA
				AnimationMode	   = LOOP
			End
			Flags			   = RANDOMSTART  
		End

;;=======TERROR
		AnimationState					= MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
			ShareAnimation				= Yes
			Animation					= TerrorFromTheSky
				AnimationName			= GUTowerGrd_RUNB
				AnimationMode			= LOOP
			End
		End
		AnimationState					= MOVING EMOTION_TERROR
			ShareAnimation				= Yes
			Animation					= Terror
				AnimationName			= GUTowerGrd_RUNB
				AnimationMode			= LOOP
			End
		End
;;----------------
;;=======BACK UP
		AnimationState				=	MOVING BACKING_UP
			ShareAnimation = Yes
			Animation				=	BackingUp
				AnimationName		=	GUTowerGrd_BAKA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART 
		End
;;--------------------
		
		AnimationState		= MOVING ALTERNATE_FORMATION
			ShareAnimation = Yes
			Animation		   = RUNA
				AnimationName	 = GUTowerGrd_PSHA
				AnimationMode	 = LOOP
			End
			Flags			   = RANDOMSTART
		;ParticleSysBone	 = None InfantryDustTrails
		End

		AnimationState		= MOVING USING_COMBO_LOCOMOTOR
			ShareAnimation		= Yes
			Animation		   = RUNA
				AnimationName	 = GUTowerGrd_WLKA
				AnimationMode	 = LOOP
				Distance		  = 40
			End
			Flags			   = RANDOMSTART
		;ParticleSysBone	 = None InfantryDustTrails
		End

		AnimationState		= MOVING
			ShareAnimation = Yes
			Animation		   = RUNA
				AnimationName	 = GUTowerGrd_RUNA
				AnimationMode	 = LOOP
			End
			Flags			   = RANDOMSTART
		;ParticleSysBone	 = None InfantryDustTrails
		End

		AnimationState		=  FIRING_OR_PREATTACK_A
			Animation		   = ATKA
				AnimationName	 = GUTowerGrd_ATKA
				AnimationMode	 = ONCE
				UseWeaponTiming		= Yes
			End
		;ParticleSysBone	 = None MeleeDust
		End


		AnimationState		= STUNNED_FLAILING
			Animation		   = FLYA
				AnimationName	 = GUTowerGrd_FLYA
				AnimationMode	 = LOOP
			End
			Flags			   = RANDOMSTART
		End

		AnimationState		= DYING SPLATTED
			Animation		   = LNDA
				AnimationName	 = GUTowerGrd_LNDB
				AnimationMode	 = ONCE
			End
		End
		
		
		AnimationState		= DYING
			Animation		   = DIEA
				AnimationName	 = GUTowerGrd_DIEA
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 0.8 1.2
			End
		End
		
		AnimationState		= STUNNED_STANDING_UP
			Animation		   = GTPA
				AnimationName	 = GUTowerGrd_GTPA
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
		End

		AnimationState		= STUNNED
			Animation		   = LNDA
				AnimationName	 = GUTowerGrd_LNDB
				AnimationMode	 = ONCE
			End
		End

		TransitionState	   = TRANS_Plant
			Animation		   = PLTA
				AnimationName	 = GUTowerGrd_PLTA
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 0.8 1.2
			End
		End

		TransitionState	   = TRANS_Unplant
			Animation		   = PLTB
				AnimationName	 = GUTowerGrd_PLTB
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 0.5 1.2
			End
		End
;;------------------ Hit Reaction ---------------------------------------
		AnimationState						= HIT_REACTION
			Animation						= HIT REACTION
				AnimationName				= GUTowerGrd_HITA
				AnimationMode				= ONCE
			End
		End
;;------------------ EMOTIONS -------------------------------------------
;;======= APPREHENSIVE
		AnimationState					= EMOTION_ALERT EMOTION_AFRAID
			ShareAnimation				= Yes
			Animation					= Apprehensive
				AnimationName			= GUTowerGrd_APPA
				AnimationMode			= LOOP;Change this to ONCE if adding additional anims
			End
		End

;;======= AFRAID

		AnimationState					= EMOTION_AFRAID
			ShareAnimation				= Yes
			Animation					= FERA
				AnimationName			= GUTowerGrd_FERA
				AnimationMode			= LOOP
			End
			Animation					= FERB
				AnimationName			= GUTowerGrd_FERB
				AnimationMode			= LOOP
			End
		End

;;======= TAUNTING

		AnimationState					= EMOTION_TAUNTING ALTERNATE_FORMATION
			Animation					= TNTA
				AnimationName			= GUTowerGrd_TNTA
				AnimationMode			= LOOP
			End
		End
		AnimationState					= EMOTION_TAUNTING
			Animation					= Taunting
				AnimationName			= GUTowerGrd_TNTA
				AnimationMode			= ONCE
			End
			Animation					= Taunting2
				AnimationName			= GUTowerGrd_TNTB
				AnimationMode			= ONCE
			End
			Flags						= RESTART_ANIM_WHEN_COMPLETE
		End

;;======= POINTING

		AnimationState					= EMOTION_POINTING
			Animation					= Pointing1
				AnimationName			= GUTowerGrd_PNTA
				AnimationMode			= LOOP
			End
			Flags						= RANDOMSTART
		End

;;======= CELEBRATING

		AnimationState					= EMOTION_CELEBRATING
			Animation					= CHRA
				AnimationName			= GUTowerGrd_CHRA
				AnimationMode			= LOOP
			End
		End
;;-------------- ALERT STATE ------------------------------------------------------------

		AnimationState					= EMOTION_ALERT
			Animation					= CHRA
				AnimationName			= GUTowerGrd_IDLA
				AnimationMode			= LOOP
			End
		End
		
;;-------------- SELECTED & IDLE --------------------------------------------------------
;;======== SELECTED

		AnimationState					= SELECTED ALTERNATE_FORMATION
			ShareAnimation				= Yes
			StateName					= STATE_SelectedAlternateFormation
			Animation					= IDLB
				AnimationName			= GUTowerGrd_IDLB
				AnimationMode			= LOOP
			End
		End
		AnimationState					= SELECTED
			StateName					= STATE_Selected
			
			ShareAnimation				= Yes
			Animation					= ATNB
				AnimationName			= GUTowerGrd_ATNB
				AnimationMode			= LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
			EndScript
		End

;;======== IDLE

		AnimationState					= ALTERNATE_FORMATION
			StateName					= STATE_SelectedAlternateFormation
			
			ShareAnimation				= Yes
			Animation					= IDLB
				AnimationName			= GUTowerGrd_IDLB
				AnimationMode			= LOOP
			End
		End
		IdleAnimationState
			StateName					= STATE_Idle
			Animation					= IDLA
				AnimationName			= GUTowerGrd_IDLA
				AnimationMode			= ONCE
				AnimationBlendTime		= 15
				AnimationSpeedFactorRange = 0.8 1.2
			End
			Animation					= IDLA
				AnimationName			= GUTowerGrd_IDLA
				AnimationMode			= ONCE_BACKWARDS
				AnimationBlendTime		= 9
				AnimationSpeedFactorRange = 0.8 1.2
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
			EndScript
		End
		
;;-------------------------------------------------------------------------------------------------------------
	End

Ridder Geel

#10 Puppeteer

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Posted 09 November 2008 - 07:57 PM

Yet another solution provided by none other than Ridder Geel!

#11 sporting1986

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Posted 09 November 2008 - 09:52 PM

Here is the (animation) code from BFME 1, i think it should work :p

Draw = W3DHordeModelDraw ModuleTag_01
		OkToChangeModelColor = Yes

		StaticModelLODMode = Yes
		
   ; specify options for static LODs
		LodOptions	= LOW
			AllowMultipleModels		=	ALLOW_MULTIPLE_MODELS_LOW
			MaxRandomTextures		=	MAX_RANDOM_TEXTURES_LOW
			MaxRandomAnimations		=	MAX_RANDOM_ANIMATIONS_LOW
			MaxAnimFrameDelta		=	MAX_ANIM_FRAME_DELTA_LOW
		End
		
		LodOptions	= MEDIUM
			AllowMultipleModels		=	ALLOW_MULTIPLE_MODELS_MED
			MaxRandomTextures		=	MAX_RANDOM_TEXTURES_MED
			MaxRandomAnimations		=	MAX_RANDOM_ANIMATIONS_MED
			MaxAnimFrameDelta		=	MAX_ANIM_FRAME_DELTA_MED
		End
		
		LodOptions	= HIGH
			AllowMultipleModels		=	ALLOW_MULTIPLE_MODELS_HIGH
			MaxRandomTextures		=	MAX_RANDOM_TEXTURES_HIGH
			MaxRandomAnimations		=	MAX_RANDOM_ANIMATIONS_HIGH
			MaxAnimFrameDelta		=	MAX_ANIM_FRAME_DELTA_HIGH
		End

		DefaultModelConditionState
			Model			   = GUTowerGrd_SKN
			Skeleton			= GUTowerGrd_SKL
		End

		ModelConditionState WEAPONSET_PLAYER_UPGRADE
			Model			   = GUTowerGrd_SKN
			Skeleton			= GUTowerGrd_SKL
		End
		
		AnimationState		= THROWN_PROJECTILE
			Animation		   = FLYA
				AnimationName	 = GUTowerGrd_FLYA
				AnimationMode	 = LOOP
			End
		End

		AnimationState							= PASSENGER FREEFALL
			Animation							= Grabbed
				AnimationName					= GUTowerGrd_FLLA
				AnimationMode					= LOOP
			End
		End
		
		AnimationState							= FREEFALL
			Animation							= Falling
				AnimationName					= GUTowerGrd_FLYA
				AnimationMode					= LOOP
				AnimationBlendTime				= 10
			End
		End

		
		
		
		AnimationState		= MOVING FIRING_OR_PREATTACK_A
			ShareAnimation		= Yes
			Animation		   = RunAndFire
				AnimationName	   = GUTowerGrd_ATRA
				AnimationMode	   = LOOP
			End
			Flags			   = RANDOMSTART  
		End

;;=======TERROR
		AnimationState					= MOVING EMOTION_TERROR EMOTION_LOOK_TO_SKY
			ShareAnimation				= Yes
			Animation					= TerrorFromTheSky
				AnimationName			= GUTowerGrd_RUNB
				AnimationMode			= LOOP
			End
		End
		AnimationState					= MOVING EMOTION_TERROR
			ShareAnimation				= Yes
			Animation					= Terror
				AnimationName			= GUTowerGrd_RUNB
				AnimationMode			= LOOP
			End
		End
;;----------------
;;=======BACK UP
		AnimationState				=	MOVING BACKING_UP
			ShareAnimation = Yes
			Animation				=	BackingUp
				AnimationName		=	GUTowerGrd_BAKA
				AnimationMode		=	LOOP
			End
			Flags					=	RANDOMSTART 
		End
;;--------------------
		
		AnimationState		= MOVING ALTERNATE_FORMATION
			ShareAnimation = Yes
			Animation		   = RUNA
				AnimationName	 = GUTowerGrd_PSHA
				AnimationMode	 = LOOP
			End
			Flags			   = RANDOMSTART
	   ;ParticleSysBone	 = None InfantryDustTrails
		End

		AnimationState		= MOVING USING_COMBO_LOCOMOTOR
			ShareAnimation		= Yes
			Animation		   = RUNA
				AnimationName	 = GUTowerGrd_WLKA
				AnimationMode	 = LOOP
				Distance		  = 40
			End
			Flags			   = RANDOMSTART
	   ;ParticleSysBone	 = None InfantryDustTrails
		End

		AnimationState		= MOVING
			ShareAnimation = Yes
			Animation		   = RUNA
				AnimationName	 = GUTowerGrd_RUNA
				AnimationMode	 = LOOP
			End
			Flags			   = RANDOMSTART
	   ;ParticleSysBone	 = None InfantryDustTrails
		End

		AnimationState		=  FIRING_OR_PREATTACK_A
			Animation		   = ATKA
				AnimationName	 = GUTowerGrd_ATKA
				AnimationMode	 = ONCE
				UseWeaponTiming		= Yes
			End
	   ;ParticleSysBone	 = None MeleeDust
		End


		AnimationState		= STUNNED_FLAILING
			Animation		   = FLYA
				AnimationName	 = GUTowerGrd_FLYA
				AnimationMode	 = LOOP
			End
			Flags			   = RANDOMSTART
		End

		AnimationState		= DYING SPLATTED
			Animation		   = LNDA
				AnimationName	 = GUTowerGrd_LNDB
				AnimationMode	 = ONCE
			End
		End
		
		
		AnimationState		= DYING
			Animation		   = DIEA
				AnimationName	 = GUTowerGrd_DIEA
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 0.8 1.2
			End
		End
		
		AnimationState		= STUNNED_STANDING_UP
			Animation		   = GTPA
				AnimationName	 = GUTowerGrd_GTPA
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 1.5 1.5
			End
		End

		AnimationState		= STUNNED
			Animation		   = LNDA
				AnimationName	 = GUTowerGrd_LNDB
				AnimationMode	 = ONCE
			End
		End

		TransitionState	   = TRANS_Plant
			Animation		   = PLTA
				AnimationName	 = GUTowerGrd_PLTA
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 0.8 1.2
			End
		End

		TransitionState	   = TRANS_Unplant
			Animation		   = PLTB
				AnimationName	 = GUTowerGrd_PLTB
				AnimationMode	 = ONCE
				AnimationSpeedFactorRange = 0.5 1.2
			End
		End
;;------------------ Hit Reaction ---------------------------------------
		AnimationState						= HIT_REACTION
			Animation						= HIT REACTION
				AnimationName				= GUTowerGrd_HITA
				AnimationMode				= ONCE
			End
		End
;;------------------ EMOTIONS -------------------------------------------
;;======= APPREHENSIVE
		AnimationState					= EMOTION_ALERT EMOTION_AFRAID
			ShareAnimation				= Yes
			Animation					= Apprehensive
				AnimationName			= GUTowerGrd_APPA
				AnimationMode			= LOOP;Change this to ONCE if adding additional anims
			End
		End

;;======= AFRAID

		AnimationState					= EMOTION_AFRAID
			ShareAnimation				= Yes
			Animation					= FERA
				AnimationName			= GUTowerGrd_FERA
				AnimationMode			= LOOP
			End
			Animation					= FERB
				AnimationName			= GUTowerGrd_FERB
				AnimationMode			= LOOP
			End
		End

;;======= TAUNTING

		AnimationState					= EMOTION_TAUNTING ALTERNATE_FORMATION
			Animation					= TNTA
				AnimationName			= GUTowerGrd_TNTA
				AnimationMode			= LOOP
			End
		End
		AnimationState					= EMOTION_TAUNTING
			Animation					= Taunting
				AnimationName			= GUTowerGrd_TNTA
				AnimationMode			= ONCE
			End
			Animation					= Taunting2
				AnimationName			= GUTowerGrd_TNTB
				AnimationMode			= ONCE
			End
			Flags						= RESTART_ANIM_WHEN_COMPLETE
		End

;;======= POINTING

		AnimationState					= EMOTION_POINTING
			Animation					= Pointing1
				AnimationName			= GUTowerGrd_PNTA
				AnimationMode			= LOOP
			End
			Flags						= RANDOMSTART
		End

;;======= CELEBRATING

		AnimationState					= EMOTION_CELEBRATING
			Animation					= CHRA
				AnimationName			= GUTowerGrd_CHRA
				AnimationMode			= LOOP
			End
		End
;;-------------- ALERT STATE ------------------------------------------------------------

		AnimationState					= EMOTION_ALERT
			Animation					= CHRA
				AnimationName			= GUTowerGrd_IDLA
				AnimationMode			= LOOP
			End
		End
		
;;-------------- SELECTED & IDLE --------------------------------------------------------
;;======== SELECTED

		AnimationState					= SELECTED ALTERNATE_FORMATION
			ShareAnimation				= Yes
			StateName					= STATE_SelectedAlternateFormation
			Animation					= IDLB
				AnimationName			= GUTowerGrd_IDLB
				AnimationMode			= LOOP
			End
		End
		AnimationState					= SELECTED
			StateName					= STATE_Selected
			
			ShareAnimation				= Yes
			Animation					= ATNB
				AnimationName			= GUTowerGrd_ATNB
				AnimationMode			= LOOP
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
			EndScript
		End

;;======== IDLE

		AnimationState					= ALTERNATE_FORMATION
			StateName					= STATE_SelectedAlternateFormation
			
			ShareAnimation				= Yes
			Animation					= IDLB
				AnimationName			= GUTowerGrd_IDLB
				AnimationMode			= LOOP
			End
		End
		IdleAnimationState
			StateName					= STATE_Idle
			Animation					= IDLA
				AnimationName			= GUTowerGrd_IDLA
				AnimationMode			= ONCE
				AnimationBlendTime		= 15
				AnimationSpeedFactorRange = 0.8 1.2
			End
			Animation					= IDLA
				AnimationName			= GUTowerGrd_IDLA
				AnimationMode			= ONCE_BACKWARDS
				AnimationBlendTime		= 9
				AnimationSpeedFactorRange = 0.8 1.2
			End
			BeginScript
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Planted" then CurDrawableSetTransitionAnimState("TRANS_Unplant") end
			EndScript
		End
		
;;-------------------------------------------------------------------------------------------------------------
	End





Ridder Geel is the mannnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn,yeah yeah man you must get payd or somethink because you know everything about this game,why not considering to do bfme3 hein??you realy are the mannnnnnn :p

#12 Ridder Geel

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Posted 10 November 2008 - 07:12 AM

BFME3? Is there a BFME 3 :p I sure would love to help EA :p (So that their game could be alot better :p )
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#13 Puppeteer

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Posted 10 November 2008 - 06:47 PM

Don't quote the whole fucking code! Jeez!
He's one of the few modders who help 'lil peeps around here...

#14 sporting1986

sporting1986

    Aragorn Elessar

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Posted 10 November 2008 - 06:49 PM

Don't quote the whole fucking code! Jeez!
He's one of the few modders who help 'lil peeps around here...



lol sorry dude ehehe




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