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Space Maps....

Posted: Sat Oct 07, 2006 10:09 am
by Hebes24
I have a few questions about space maps:

1.) How do you get a Capital ship to have it's hangar closed? I've seen it before in some space maps....

2.) What is this object?

all_bldg_target:
[GameObjectClass]
ClassLabel = "destructablebuilding"
GeometryName = "spa_prop_dummy.msh"

[Properties]

GeometryName = "spa_prop_dummy"
ExplosionName = "all_bldg_moncal_roundturret_exp"

MapTexture = "turret_icon"
MapScale = "0.0"

MaxHealth = "1000.0"

RespawnTime = "20.0"

IsNotTargetableByPlayer = "1"
It shows up as a little white block. Is it something you could put inside of a building to make the AI target it?

RE: Space Maps....

Posted: Sat Oct 07, 2006 10:14 am
by xwingguy
Here are some:

all_cap_rebelcruiser_door

spa_prop_repdoor

I think there's also a double door version for the cis...

RE: Space Maps....

Posted: Sat Oct 07, 2006 10:50 am
by Hebes24
Thanks xwingguy!!

Now, about that object....Anyone have ideas?

RE: Space Maps....

Posted: Sat Oct 07, 2006 11:24 am
by Penguin
give it a team, AI guns will target it

RE: Space Maps....

Posted: Sat Oct 07, 2006 12:16 pm
by Hebes24
That's what I thought. Thanks Penguin.

RE: Space Maps....

Posted: Sun Oct 08, 2006 1:39 pm
by Ergonomics
yeah it relates back to what i wanted. it helps to have them lined up on the side of a capital ship, so you get guns pounding into them. theyre useful, but i dont know what the priority of the guns targetting them is, if you get me. (if you can set priorities that is)

RE: Space Maps....

Posted: Sun Oct 08, 2006 1:43 pm
by Hebes24
I would like to be able to set priorities, like:

Highest priority = Critical systems
Next Priority = Enemy fighters
Lowest priority = Enemy turrets

But I don't see any way to do that. Anywhere. :?

RE: Space Maps....

Posted: Sun Oct 08, 2006 1:55 pm
by PvtParts
Im just now learning the basics of campaign lua scripting (reading through the geo1 campaign script as I play the level helps immensly), but if you really wanted you could give the AI goals, and set the weight for each goal at different levels, so the AI would be more likely to target certain objectives than others..

RE: Space Maps....

Posted: Sun Oct 08, 2006 1:59 pm
by Ergonomics
ah i see, sounds like it would work. although on my map ive just finished, sometimes the turrets concentrate on the targets, sometimes they seem to go more for me, even though im miles away (i set the range on the standard ship turrets huge for ship to ship fighting) so i shall try with the goal setting, see if that makes a permenant difference.

RE: Space Maps....

Posted: Sun Oct 08, 2006 2:09 pm
by PvtParts
Another idea, one that is kind of half-assing it, but would work, would be to make unique odfs for turrets.

So you'd have one turret, and it would only be allowed to target buildings. 50% of the turrets on your ship would be of this type.

Then, you'd have a turret only allowed to target starfighters..and perhaps 30% of the turrets on your ship would be of this type.

As for enemy turrets, I dont know how that would work... so maybe you'd just have 60% building turrets and 40% starfighter turrets.

It would be really easy to do, you could just copy the odfs, rename one, and change the according target/aitarget settings for that turret...

RE: Space Maps....

Posted: Sun Oct 08, 2006 2:27 pm
by Ergonomics
great idea, although you wudnt even need to re make an entire odf, say your making a clone war space battle, you can use the republic moncal roundturret for targetting buildings, then use the allied moncal round turret to target vehicles, same with CIS and empire. im sure people wont be so observant to notice a small difference in the turrets when they are flying around blowing the hell out of everything

RE: Space Maps....

Posted: Sun Oct 08, 2006 2:51 pm
by PvtParts
Yeah. But you'd have to edit the odfs anyways (you couldn't call them outta the base game), so you'd be setting up an edited side anyway, and I would be easier to do it within 1 side, instead of 2..