Droideka doesn't want 2 spawn in space???

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MasterSkywalker
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Droideka doesn't want 2 spawn in space???

Post by MasterSkywalker »

Hi, I'm putting in my map, "End of the Seperatist Movement" Droidekas, but my problem is, they don't want to spawn. I always get the "Their are way to many units on the battlefield" error but no Droideka's spawn. Where is my problem?? I just removed the point count on the Droideka, btw. this is my ES2_cmn.lua
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

function SetupUnits()
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_engineer",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_vwing",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_marine")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_fly_tiefighter_sc",
"imp_veh_remote_terminal",
"imp_fly_trooptrans")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_rifleman",
"cis_inf_marine",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter",
"cis_inf_droideka")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
rep = {
team = REP,
units = 128,
reinforcements = -1,
pilot = { "rep_inf_ep3_engineer",26},
marine = { "rep_inf_ep3_marine",26},
engineer = { "rep_inf_ep3_rocketeer",0},
},
cis = {
team = CIS,
units = 128,
reinforcements = -1,
pilot = { "cis_inf_pilot",26},
marine = { "cis_inf_rifleman",5},
soldier = { "cis_inf_marine",21},
assault = { "cis_inf_droideka",21},
}
}


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("FlagItem", 2)

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()

function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end

--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()

function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end

function ScriptPreInit()
SetWorldExtents(2500)
end

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)

ReadDataFile("sound\\spa.lvl;spa2cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
local units = 72
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 73)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroideka",0)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 1784)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1500)
SetMemoryPoolSize("EntityLight", 100)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 200)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 70)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("Combo::DamageSample", 0)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:ES2\\spa_sky.lvl", "tat")

ReadDataFile("dc:ES2\\ES2.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)

SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

-- Camera Stats Battle over Felucia
-- Rep ship from behind
AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
-- CIS ship from behind
AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
-- Overall from right side of map
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);


AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddLandingRegion("rep-CP1Con")
AddLandingRegion("cis-CP1Con")
AddLandingRegion("cis-CP2Con")
AddLandingRegion("cis-CP3Con")
AddLandingRegion("imp-CP1Con")

end



and my cis_inf_droideka ODF:
[GameObjectClass]
ClassLabel = "walkerdroid"
GeometryName = "cis_walk_droideka.msh"

[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"

DeathDustEffect = "deathdustcloud_brown"
DeathDustDelay = "5.1"
DeathDustOffset = "0.0 0.0 0.0"

ExplosionName = "cis_inf_droideka_exp"
MapTexture = "troop_icon"
HealthTexture = "HUD_cis_droideka_icon"
MapScale = 1.4
MapViewMin = 50
MapViewMax = 50
MapSpeedMin = 0
MapSpeedMax = 100

GeometryName = "cis_walk_droideka"
UprightLowResModel = "cis_droideka_idle_low1"
BallLowResModel = "cis_droideka_roll_low1"
FirstPerson = "CIS\cisdrde;cis_1st_droideka"
FirstPersonFOV = "70"
ThirdPersonFOV = "65"
AnimationName = "cis_walk_droideka"

MaxHealth = "550.0"
HealthType = "droid"

Acceleraton = "20.0"

MaxSpeed = "2.5"
MaxTurnSpeed = "1.25"
PCMaxTurnSpeed = "20.0"
PCMaxStrafeSpeed = "20.0"

UnrollTime = "1.66"
RollTime = "0.50"

TurnThreshold = "30.0"

BallRadius = "0.65"
BallMoveSpeed = "6.0"
BallAcceleration = "100.0"
BallRollingFriction = "50.0"
BallStoppedTurnSpeed = "2.5"
BallTurnSpeed = "2.0"
BallSprintTurnSpeed = "1.0"
BallSlippage = "1.0"
BallMaxLean = "10.0"
MaxBallAngle = "35.0"
BowlingPush = "10.0"
SprintTimeForBowling = "0.5"

BallSprintSpeedBoost = "2.0"
BallJumpHeight = "1.27"
BallJumpForwardBoost = "1.25"

EnergyBar = "100.0"
EnergyRestore = "10.0"
EnergyRestoreIdle = "15.0"
EnergyDrainSprint = "30.0"
EnergyMinSprint = "30.0"
EnergyCostJump = "30.0"
EnergyCostBowling = "30.0"

StompEffect = "com_sfx_walkerstomp" // used for jump, bounce off terrain

UprightWaterDamageHeight = "1.5"
BallWaterDamageHeight = "1.5"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "5.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.5 4.5"
TiltValue = "1.0"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"

CAMERASECTION = "SPLITSTAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "5.0"

CAMERASECTION = "SPLITSTANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0"
TrackOffset = "0.0 0.3 4.5"
TiltValue = "3.5"

CAMERASECTION = "SPLITCROUCH"
EyePointOffset = "0.0 1.0 0.0"
TrackCenter = "0.0 1.0 0.0"
TrackOffset = "0.0 0.2 4.5"
TiltValue = "5.0"

WEAPONSECTION = "1"

WeaponName = "cis_weap_inf_repeater"
WeaponAmmo = "0"

PitchLimits = "-25.0 25.0"
YawLimits = "-40.0 40.0"

AimerYawLimits = "-40.0 40.0"
AimerPitchLimits = "-25 25"
AimerNodeName = "hp_gun_1"
FireOutsideLimits = "1"

NextAimer = "-"

AimerYawLimits = "-40.0 40.0"
AimerPitchLimits = "-25 25"
AimerNodeName = "hp_gun_2"
FireOutsideLimits = "1"

WEAPONSECTION = "2"

WeaponName = "cis_weap_walk_droideka_shield"
WeaponAmmo = "0"

TEMP_AnimationSpeed = "2.0"
TEMP_Type = "0"


WaterDamageInterval = "1.0"
WaterDamageAmount = "10.0"

WakeEffect = "hailfire_wake"


LegPairCount = "1"

WalkerLegPair = "LEGS"

LegBoneLeft = "bone_l_thigh"
LegBoneRight = "bone_r_thigh"

TerrainLeft = "p_-o-footL"
TerrainRight = "p_-o-footR"

FootBoneLeft = "bone_l_toe"
FootBoneRight = "bone_r_toe"

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "droideka_chunk1"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "1.0 -4.0 2.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "-4.0 0.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "droideka_chunk3"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 4.0 0.0"
ChunkSpeed = 8.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "droideka_chunk4"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "0.0 0.0 -4.0"
ChunkSpeed = 7.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "droideka_chunk5"
ChunkNodeName = "dummyroot"
ChunkTerrainCollisions = "10"
ChunkTerrainEffect = "dirtspray"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 0.0 0.0"
ChunkSpeed = 9.0
ChunkUpFactor = 0.0
ChunkLinearDamping = 0.010
ChunkAngularDamping = 0.040

DropItemClass = "com_item_powerup_ammo"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health25"
DropItemProbability = 0.15
NextDropItem = "-"
DropItemClass = "com_item_powerup_health100"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_dual"
DropItemProbability = 0.8
NextDropItem = "-"
DropItemClass = "com_item_powerup_energy"
DropItemProbability = 0.10
NextDropItem = "-"
DropItemClass = "com_item_powerup_offense"
DropItemProbability = 0.02
NextDropItem = "-"
DropItemClass = "com_item_powerup_defense"
DropItemProbability = 0.02

VOUnitType = 081
Footstep0Sound = "cis_inf_droideka_step"
Footstep1Sound = "cis_inf_droideka_step"
Footstep2Sound = "cis_inf_droideka_step"
HydraulicSound = ""
HydraulicSoundHeight = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
EngineSound = "cis_walk_droideka_engine_parameterized"
TurnOnSound = "cis_droideka_fold"
TurnOffSound = "cis_droideka_unfold"
FoleyFXClass = "cis_inf_droid"

VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"

Thanks in advance :)
MS
Slayer_Hunter_J

RE: Droideka doesn

Post by Slayer_Hunter_J »

Not sure If you've noticed but you made THREE topics for this.
xwingguy

RE: Droideka doesn

Post by xwingguy »

-- ClearWalkers() <==This shouldn't be commented.


SetMemoryPoolSize("EntityDroideka",0)


Also try not to post a topic 3 times.
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Teancum
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RE: Droideka doesn

Post by Teancum »

Chill guys, it's not like we've posted a topic more than once on accident.

And you need to add a line called AddWalkerType(0, 4) --4 being the number of droidekas you want.
Slayer_Hunter_J

RE: Droideka doesn

Post by Slayer_Hunter_J »

Well we both posted on the same minute. If I knew he had posted the message before i wouldn't have posted mine.
Droideka88

Re: RE: Droideka doesn

Post by Droideka88 »

Teancum wrote:Chill guys, it's not like we've posted a topic more than once on accident.

And you need to add a line called AddWalkerType(0, 4) --4 being the number of droidekas you want.
Then again you could always boost it more. :P

(Meaning you would have to boost up whichever is your Clone special unit.)
MaxHealth = "550.0"
As you see here, you notice that out of all the droids (except the Assault Droid), even Magnaguards, Pandemic gave droidekas more health. I know this may cool but in reality, droidekas don't have the best metal armor. If you have time Skywalker, I recommend dropping its health to 500 or slightly less (but not 300 because that's a health of a sniper) :wink:
BallJumpHeight = "1.27"
This explains that a droideka can jump. In reality, can a droideka in ball form really jump? In fact Skywalker, I think it's a bit unneccessary to give a droideka a "jump" because in space, there's no "stairs" or "cross-paths" that a droideka would need to cross. Then again I'm leaving this decision up to you. I believe to cancel an realistic droideka "jump", you give it a 0. 8)
BallJumpForwardBoost = "1.25"


Same thing for the "BallJumpHeight"
RollTime = "0.50"
As you see hear, this determines when a droideka transforms into its ball mode. If you recall Episode 2, droidekas had to take their time to adjust their complex legs and arms into a ball form. In Battlefront 2, you may have notice that a droideka rolls too quickly, barely showing the unique transformation its parts (like the legs) change into. I recommend changing 0.5 to 0.8. You'll notice a significant change for a droideka. Again, you have the option to do this or not. I can only help you by making suggestions.
BallRadius = "0.65"
I'm not sure but I believe this determines how wide a droideka is when in ball mode. Maybe you can decrease it to "0.6". Again everyone, I only suggest.

To finally balance the droideka MasterSkywalker, you may need to look in this odf file: cis_weap_walk_droideka_shield

You'll see that Pandemic gave its shield a hyped 3000 health. Now ask yourself everyone. Doesn't this seem unrealistic for a small shield to equipped to a droideka? Why else do you think it takes so many grenades, EMPs, etc. to deplete the shield? Now hopefully everyone is following this and we must ask ourselves this question.

Is this unit overpowered? If yes, then should somebody reconfigure this one unit by toning it a little? If yes, then a health of 2400 gives the other players a fair chance to take down a droideka. Let's not use an excuse that the AI will suck towards these. That's the AI but not the real players.

Skywalker, you're a gifted mapper and I hope you consider these creative ideas. Never give up and follow others' examples of saying my ideas are terrible terrible terrible. Every idea must be given a chance and should at least be executed to their best ability. 8)
JabbaLovesLava
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RE: Re: RE: Droideka doesn

Post by JabbaLovesLava »

Droideka88.... wth man? That post was like 110% offtopic... you should've posted that in his map announcement :|
Droideka88

Re: RE: Re: RE: Droideka doesn

Post by Droideka88 »

JabbaLovesLava wrote:Droideka88.... wth man? That post was like 110% offtopic... you should've posted that in his map announcement :|
It does involve modding. :wink:
JabbaLovesLava
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Posts: 1396
Joined: Tue Jun 07, 2005 11:50 am

RE: Re: RE: Re: RE: Droideka doesn

Post by JabbaLovesLava »

I didn't say that didn't involve modding. I was only saying that this thread wass to ask why droideka's didn't spawn, not how to improve droidekas ;)
Anyways, droideka's are easy as hell to take off, espiecially with a rifle. Why nerf them more?
Droideka88

Re: RE: Re: RE: Re: RE: Droideka doesn

Post by Droideka88 »

JabbaLovesLava wrote:I didn't say that didn't involve modding. I was only saying that this thread wass to ask why droideka's didn't spawn, not how to improve droidekas ;)
Anyways, droideka's are easy as hell to take off, espiecially with a rifle. Why nerf them more?
Off-topic: I'll talk to you in PMs.
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