Christophsis Battle (Crystal City) Beta 1.0

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ForceMaster
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by ForceMaster »

Thanks friend, I've also tried to remove them from scratch using the LUA function
KillObject ("xxxx")

and then
RespawnObject ("xxxx")

at the end of the previous target, but do not reappear.

Other things. I have a new objective, defend the command post 2 minutes, (This of supplanting the first objective "go to the barricade", this seems more appealing than simply go) I want to target arrow appears on the command post, I tried adding this lines to the .LUA

Code: Select all

MapAddEntityMarker("cp1", "hud_objective_icon", 4.0, ATT, "YELLOW", true)
after the line "OnStart" of the objective

Then

Code: Select all

MapRemoveEntityMarker("cp1") 
after the line "OnComplete" of the objective, but the arrow not appears. you know why? thanks!
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by [Skirata]Darman[M] »

hey Forcemaster, I've a question. At first: I like your Christophsis map very much :thumbs: . But like others posted before, I can't win the mission. But the models: VEEEEEEERY NICE :mrgreen: Now the question: Could you send me your EP2 Cody helmet Visor model?
I'm working on a Rishi map from CW and need it.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Par3210 »

You should really PM him for it if he doesn't want to release it/hasn't released it. :roll:
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Frisbeetarian »

ForceMaster wrote:you know why? thanks!
Does the objective initialize correctly? If so, please post the error log.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by DarthSlim »

How's the space map coming?
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Darth_Squoobus »

Did you make those Tri-Droids yourself?
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Nova Hawk »

Darth_Squoobus wrote:Did you make those Tri-Droids yourself?
No, I'm pretty sure he got those from MandeRek from his BF0 mod.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Frisbeetarian »

Darth_Squoobus wrote:Did you make those Tri-Droids yourself?
You could either search yourself, or, even easier, check the credits. If it's not there, then he made it.
http://www.gametoast.com/forums/viewtop ... 26#p305826
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by ForceMaster »

The tri-droids not reappears, I have not Bfront2 error...Why? is in the Conquest layer and i m using the KillObject and RespawnObject function.... :(
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Recon Trooper »

Force Master. You make like the best clone wars maps. I'd love to see your battle of Teth map. (I think thats what its called :D )
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by ForceMaster »

Guys a good new:

NO MORE STATICS TRI-DROIDS!!! NOW CAN WALK!!!

yes, for the next version of this map i make a tri-droid walker. see this video!

http://img27.imageshack.us/i/tridroid.mp4/ :D
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Devastator77 »

Good to hear the Tri-Droids have improved. With "walking" walkers and a winnable campaign, the next version of Christophsis would be incredible. Good Luck on both your projects, ForceMaster!
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by DarthSlim »

Awesome! I hope you add a conquest mode so we can play as the droids and get to use those. So does the tri-droid campaign objective work now?
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Darth_Spiderpig »

:shock: Walking tri droids :shock: :faint:
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by ForceMaster »

Devastator77 wrote:Good to hear the Tri-Droids have improved. With "walking" walkers and a winnable campaign, the next version of Christophsis would be incredible. Good Luck on both your projects, ForceMaster!
Thanks friend! i hope release this map nearly.
DarthSlim wrote:Awesome! I hope you add a conquest mode so we can play as the droids and get to use those. So does the tri-droid campaign objective work now?
About conquest mode: yes I want to add conquest mode but i have an question: is possible add a "new" conquest mode when the campaign is a modified conquest mode?

About the objectives: yes, it works now, i want to add new objectives and remove others, for more dinamycs and gameplay. I`m making a new playermodels for TCW maps, so I hope release the final version with "all" details.
Darth_Spiderpig wrote::shock: Walking tri droids :shock: :faint:
:funny2: yes, It is walking.. and other good new: the LR57 is a work in progress to add walker anims.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Recon Trooper »

Hey Force Master, I love this map. Its so awesome when you get into those cannons and you get tons of kills.
Last edited by Recon Trooper on Wed Oct 07, 2009 5:14 am, edited 1 time in total.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by mswf »

That bug has been adressed pages ago, I'd suggest reading the whole topic first before saying something like that.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Recon Trooper »

mswf wrote:That bug has been adressed pages ago, I'd suggest reading the whole topic first before saying something like that.
okok corrected
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by ForceMaster »

Recon Trooper wrote:
mswf wrote:That bug has been adressed pages ago, I'd suggest reading the whole topic first before saying something like that.
okok corrected
What did you said? I can not read your previus post before editing. well... :wink:

How I add a new conquest mode in the same era? I.E. I have a modified CW conquest LUA (campaign) and I want to add a new conquest mode for the battle in the CW era.. It is possible?

-----FINAL VERSION STATUS-----

Map 90%
Units 90%
Vehicles 95%
Animations 90%
Localize 80%
Custom Music and sounds 70%
Objectives 80%

General evaluation: OVER 85% DONE.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Frisbeetarian »

http://www.gametoast.com/forums/viewtop ... 27&t=12104

While this is a tutorial for hunt mode, it can be extended to all modes, you just have to know what needs to be changed for each one.
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