Christophsis Battle (Crystal City) Beta 1.0

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is good
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Total votes: 85
ForceMaster
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by ForceMaster »

ok, I understand, I will try to solve this another way, thanks buddy.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Deviss »

the next version of map could will be more wide like than mygeeto and less than kashyyyk?? :D
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Dom380 »

DEVISS-REX wrote:the next version of map could will be more wide like than mygeeto and less than kashyyyk?? :D
Kashyyyk is the lagest and widest stock map there is , how would making it like mygeeto wider when its just a bridge?
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by ForceMaster »

The next version of the map have two streets and more buildings. a bit more big. :yes:

Off-topic:
Hidden/Spoiler:
someone has managed an objective CTF? If someone can help me on this topic are appreciated.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Deviss »

ForceMaster wrote:The next version of the map have two streets and more buildings. a bit more big. :yes:
cool i love you lol, i guess use the B.I.G_Cookie's AAT skin :wink:
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by ForceMaster »

:lol: well, actually I'm using the Delta-1035's AAT skin, is fine.

I'm trying add a CTF objective to the campaign but no working yet :(
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Blasekun »

Thank you forcemaster, i did it ! :D

/!\ SPOILER /!\
Image

I love this maps !!
i regret, is not playable on-line..

but, you my master

But forcemaster, you are my master darkside of modders! :lol:

And... Re-THANK YOU My Master !! :runaway:
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by DarthSlim »

Any luck with those tri-droids yet?
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Hawk »

Blasekun wrote:Thank you forcemaster, i did it ! :D

/!\ SPOILER /!\
Image

I love this maps !!
i regret, is not playable on-line..

but, you my master

But forcemaster, you are my master darkside of modders! :lol:

And... Re-THANK YOU My Master !! :runaway:
i'm too.
very very good map. :thumbs:
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Tauntaunwampa »

I really don't mean to be rushing you but do you know when this will be out? :)
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by ForceMaster »

DarthSlim wrote:Any luck with those tri-droids yet?
I am working on it, so that the tri-droids appear only for the goal. had tried before but it did not work.
The lines "KillObject(".......")
and RespawnObject("......")
works for CPs, but, not for turrets (In my case the tri-droids), why?

in the .odf the tri-droids are "armedbuilding".
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Frisbeetarian
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Frisbeetarian »

I think that it's a good idea to have them there from the beginning, you just have to fix the couple things I said:
You have two problems. The first is that one tri-droid starts outside the shield, so the turrets destroy it right away. Your second problem is that the clone troopers are getting inside the tri-droids somehow, so it's actually the droids destroying them, not your team.
The first is fixed by just moving the tri-droid back into the shield; a simple ZE fix. The second is fixed by adding the following to the tri-droid ODF under each building section:

Code: Select all

Pilottype		= "self"
and then setting it to the CIS team in ZE. This will mean that no one can get inside the turret, but that it will remain on the CIS side and function fully.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by DarthD.U.C.K. »

Frisbeetarian wrote:The second is fixed by adding the following to the tri-droid ODF under each building section:

Code: Select all

Pilottype		= "self"
and then setting it to the CIS team in ZE. This will mean that no one can get inside the turret, but that it will remain on the CIS side and function fully.
that wont stop units from entering them
to get fully functional non "controllable" vehicles paste these three lines into the tridroids odf:

Code: Select all

PilotType               = "self"
Controllable 			= "0"
AutoFire 				= "1"
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Frisbeetarian
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Frisbeetarian »

Really? I was basing it off of tur_bldg_chaingun_tripod.odf which has neither of those other lines in there.

EDIT: For that matter, they don't appear in any ODF in the tur side or in the space template.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by DarthD.U.C.K. »

:-/ i thought they were necessary. but im not 100% shure and from the commands itself they seem necessary (but that doesnt have to mean anything)
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Tauntaunwampa »

an idea would be to have them start at the back
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It wont work!!

Post by IGFdarthvader »

I downloaded it and now i dont know how u play it or any thing. I need some major help!!!
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Xavious »

Put the three-letter folder (CRP, in this case), in your addon folder, located at ...\Star War Battlefront II\GameData\addon (create it there if it doesn't exist). Then start up the game, and the map should show up in your instant action map list.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by allthetutorials123 »

Awsome besides the Tri-Droid mess up. Great beta though.
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Re: Christophsis Battle (Crystal City) Beta 1.0

Post by Frisbeetarian »

I still think it's a good idea to do what I've already mentioned, but if you want an easier solution, you can just use the function SetAIDamageThreshold( gameObjectPtr, dmgPercent) to keep the AI from completely destroying the droids.
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