Supreme Dogfighting in Battlefront

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

Moderator: Moderators

Post Reply
wookieejedi
Private Second Class
Posts: 74
Joined: Fri Aug 22, 2008 3:39 pm

Supreme Dogfighting in Battlefront

Post by wookieejedi »

I have always wanted more out of the flying aspect of Battlefront. So I had an idea using auto firing turrets. The command line Auto Fire = "1" makes any turret shooting continually in a straight line with no bot needed in it.

What I have been trying to accomplish is this: having the auto turret lock on to a flying AI/player controlled fighter, then shooting a fighter msh instead of a missle msh, but also allowing for the fake missile fighter to be able to have the auto fire itself as it is tracking an AI/player controlled real ship. This could be done by slowing the turn rate and speed of the missle, and also lengthening the lifespan.

The result would be a tremendous leap in Space and Dogfight map making. Fake fighters could actually follow you and continually shoot at you, making Dog Fighting much harder and more enjoyable in SP.

I have tried to do this but the missile property does not allow for anything to be fired, so I need a way to make a heat seeking object that can fire shots.

Any ideas at all on how to make a heat seeking object that fires shots would hugely appreciated, plus a revolutionary BF space map could be made if this puzzle was solved.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Supreme Dogfighting in Battlefront

Post by Maveritchell »

wookieejedi wrote:I need a way to make a heat seeking object that can fire shots.
It was already told to you that this was impossible. Why are you asking again in a different place?
wookieejedi
Private Second Class
Posts: 74
Joined: Fri Aug 22, 2008 3:39 pm

Re: Supreme Dogfighting in Battlefront

Post by wookieejedi »

Sorry. I knew the people at gametoast have a little more modding experience.

You are pretty much right, but there is an ordnace class which can fire another ordance, its the beacon.

Any way I have my answer you can delete or lock this.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Supreme Dogfighting in Battlefront

Post by Maveritchell »

wookieejedi wrote:You are pretty much right, but there is an ordnace class which can fire another ordance, its the beacon.
The beacon ordnance is sort've an odd duck; it doesn't "fire" an ordnance so much as it acts as a very specific target for an ordnance fired offset from the unit - the unit is still firing the ordnance, it just doesn't look like it, and except in some rare cases (emitterordnances) it can't even look like an ordnance is being fired from a beacon.

Because SWBF1 doesn't have a lot of the improvements that make space dogfighting work (specifically flyer splines), your best workaround is animating turrets with vehicle meshes. They can fly preset paths, but if you set them up as turrets, even if they are animated they'll still try and fire on any human player. You can always mix the animated turrets with actual flyers to enhance the effect, although you're never going to have something as robust as SWBF2's space maps.
wookieejedi
Private Second Class
Posts: 74
Joined: Fri Aug 22, 2008 3:39 pm

Re: Supreme Dogfighting in Battlefront

Post by wookieejedi »

Animating turrets? Would the class be animated building or something like that? And the flyer paths would just be the planning form zeroedit?

Also I figured out a way to edit the beacon to fire horizontally and so I figured I would just put an auto turret on an xwing for example which would constantly fire the beacon on the craft, which means the craft is constantly getting shot at from the orbital strike. It looks cool, but you are right still not as good as BF2.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Supreme Dogfighting in Battlefront

Post by Maveritchell »

wookieejedi wrote:Animating turrets? Would the class be animated building or something like that? And the flyer paths would just be the planning form zeroedit?
The class is whatever a turret is (I believe it's an "armedbuilding"). SWBF1 still lets you do Zeroeditor animation, right? If it doesn't, then that solution isn't a viable one.
wookieejedi
Private Second Class
Posts: 74
Joined: Fri Aug 22, 2008 3:39 pm

Re: Supreme Dogfighting in Battlefront

Post by wookieejedi »

I have never heard of zero edit animation, but I don't map that much. I will ask some of my SWBF1 mapper friends about it.
Post Reply