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Re: Mass Effect: Unification (build 20120318.1700)

Posted: Sun Apr 01, 2012 12:17 pm
by THEWULFMAN
AI Goals were becoming way too complicated so we ditched that idea, you've had some fun with that in the past yourself if I recall correctly. The AI was just ignoring the cover nodes, going around the barricades directly into enemy fire as usual. Basically the solution was rather easy, cover nodes and barriers all over the place. The bots are funneled towards the cover nodes, and even sometimes disobey the barriers to go find other nodes. I haven't seen the map in ZE, but that's what I've gathered so far. Works pretty well considering how dumb SWBF2's AI is.


As this is a rather unorthodox way of doing this, it's not feasible in Conquest, Deathmatch or other modes. It should work just fine in a campaign however.

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Sun Apr 01, 2012 3:51 pm
by Marth8880
WULF is exactly correct; each geth unit class is on its own ambush team so that I can easily choose where each unit class spawns, and each set of barricades is surround with single-layered walls of barriers.

Here's how many of the campaigns will be set up:
  • The player controls a more infantry-like version of Shepard; he's armed with an M-8 Avenger, M-23 Katana, M-97 Viper or M-92 Mantis, M-3 Predator, and an M-100 Grenade Launcher, and his powers include Concussive Shot, Medi-Gel, and the Omni-Blade.
  • Shepard has only one life, but a decent amount of health and kinetic barriers, and both his kinetic barriers and health automatically regenerate.
  • Shepard has a two-person squad with him in most missions; the squad has the A.I. goal of following Shepard in between battle sequences, and the goal of defending Shepard during battle sequences. In two-person squad missions, the squad members have infinite lives; if a squad member happens to die during a battle sequence, he or she will respawn next to Shepard at the end of that sequence.

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Sun Apr 01, 2012 11:44 pm
by The Nasal Abyss
I should have something significant for Zakara Ward: 800 Blocks by Wednesday/Thusday this week...... Be on the look out! The map is going to be a looker!

(BTW, Afterlife doesn't exist anymore-- As unfortunate as that is. It was giving me way too many headaches.)

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Thu Apr 12, 2012 12:45 pm
by Marth8880
Howdy y'all! I've got some informational updates for ya':
  • The geth and the collectors finally have their own battle chatter! These voiceovers have been taken directly from Mass Effect, as will several other truly original voiceovers such as that of Shepard and Harbinger; I am only taking the voices that really cannot be easily replicated, and I am making sure I'm only taking as many as I need.
  • I am working on making biotic/tech powers and the ML-77 use the heat-seeking glitch instead of manually locking on to targets; this is because of the ANNOYING glitch where you can't fire or reload your weapon while a weapon is locked onto a target. By the way, would somebody who has figured this out mind PMing me or posting example ODFs of a weapon that uses this method? Thanks! I've looked at the short tutorial but it's...confusing. :?

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Thu Apr 12, 2012 1:09 pm
by kinetosimpetus
To use 'autolock' instead of manual, it should be as simple as changing the weapon from launcher to cannon, but I have no idea why manual lock is causing problems. Can you show your odf's?

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Thu Apr 12, 2012 2:00 pm
by Marth8880
kinetosimpetus wrote:To use 'autolock' instead of manual, it should be as simple as changing the weapon from launcher to cannon, but I have no idea why manual lock is causing problems. Can you show your odf's?
Oh, cannon...I am almost positive it says nothing about that. :o

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Thu Apr 12, 2012 3:39 pm
by kinetosimpetus
Are you talking about this? http://www.gametoast.com/forums/viewtop ... 77#p240977 Advanced trick 3, example 2?

I just retested the method I mentioned before and it worked.

Code: Select all

ClassLabel      = "cannon" 
in the main weapon odf will make missile ords 'heat seek' rather than wait for a manual lock on. Of course, it's not really heat seeking, it's the same ordinary lock on, just invisible and automatic.

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Thu Apr 12, 2012 7:57 pm
by Marth8880
Huh, odd how that one works and the actual tutorial doesn't... Well either way, it works now, so thanks! :D

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Thu Apr 12, 2012 8:29 pm
by kinetosimpetus
You're welcome. :)

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Wed Apr 25, 2012 2:16 pm
by Marth8880
Greetings, sirs and misses. Just thought I'd let you all know that I've created and implemented a large number of custom voiceovers for the N7, or rather, the Systems Alliance.

Re: Mass Effect: Unification (build 20120318.1700)

Posted: Wed Apr 25, 2012 3:36 pm
by THEWULFMAN
Marth8880 wrote:...the N7, or rather, the Systems Alliance.
Heh. :P


Well that's awesome! :o

Re: Mass Effect: Unification (build 20120425.1638)

Posted: Sun May 06, 2012 4:26 pm
by Marth8880
Ah, Virmire is finally actually getting somewhere. :)
Hidden/Spoiler:
Image
Now that I've got the entire map exported into Softimage via Zero Editor's handy "Save as OBJ" tool that nobody seems to know, or at least talk about, I can work on the rock wall/canyon models. :D

Re: Mass Effect: Unification (build 20120425.1638)

Posted: Sun May 06, 2012 4:47 pm
by AQT
Looking great, Marth! :thumbs:

Re: Mass Effect: Unification (build 20120425.1638)

Posted: Sun May 06, 2012 4:54 pm
by THEWULFMAN
I concur, very nice job. :)

Re: Mass Effect: Unification (build 20120425.1638)

Posted: Sun May 06, 2012 5:17 pm
by The Nasal Abyss
Holy bottleneck batman! Is that the only playable space of the map? Seems a little linear to play very well...... Looks good though.

Re: Mass Effect: Unification (build 20120425.1638)

Posted: Sun May 06, 2012 5:39 pm
by Marth8880
It's actually quite a bit larger than how it appears, but possibly, yes.


Here's the layout of the map:
Hidden/Spoiler:
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I'm thinking about creating some inclined ramps to raise or lower one or two of the platforms in order to give the map some more height variance.

Re: Mass Effect: Unification (build 20120425.1638)

Posted: Sun May 06, 2012 10:12 pm
by yuke5
How about a beach connecting the North and South cps? I feel as though you may not capture the entire feel of Virmire. However, I actually have never played the map on Mass Effect, so I can't really judge. :? I'm just going off of photo's and research.
Hidden/Spoiler:
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Re: Mass Effect: Unification (build 20120425.1638)

Posted: Mon May 07, 2012 2:27 am
by lucasfart
Looks great for the basic layout! What details were you planning on adding in?
Marth8880 wrote: Now that I've got the entire map exported into Softimage via Zero Editor's handy "Save as OBJ" tool that nobody seems to know, or at least talk about, I can work on the rock wall/canyon models. :D

:o Does it export the whole scene, or individual props? I'd seen it before but never even really thought about using it.

Re: Mass Effect: Unification (build 20120425.1638)

Posted: Mon May 07, 2012 3:02 am
by Marth8880
It exports whichever objects you select within Zero Editor.

As for the details, lemme show you:
Hidden/Spoiler:
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Soon, very-shallow water will be added to the ground level along with mounds of sand to walk on.

Re: Mass Effect: Unification (build 20120507.0004)

Posted: Mon May 07, 2012 3:25 am
by lucasfart
That looks awesome! when you say ground level, do you mean the walking level of those platforms? So will the water be slightly above or below the walkways?