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Posted: Fri Apr 06, 2007 6:42 pm
by trainmaster611
I think he made the objects float by giving them defined animation and thats why you can't push them out of the way
So if there's collision, you have to get out of the way
If there's no collision, then you better tell me how Frag defied the physics of BF2 and took that screenie

Posted: Fri Apr 06, 2007 10:26 pm
by FragMe!
No I didn't defy physics, physics is my friend it keeps the planes up in the air when I fly so I am not going to piss it off in any way shape or form.

I did as train said the barrel has an animation defined in ZE and it will push you out of the way but you can also use that to your advantage but that is my secret. As for bodies where the Swampa spawns well he spawns all over the map not just in one set place keeps you on your toes that way. :twisted: Now if this was a Hoth map ya I think it would be cool to have a Wampa lair with a couple of guys just hanging around. Oh and to answer the question of what is a Swampa doing there anyway well we'll just say it is along the same lines as how alligators are supposed to be in NYC sewers they got flushed when they were young.

Posted: Fri Apr 06, 2007 10:44 pm
by t551
Rich Naboo citizens getting baby wampas for their children

Posted: Sat Apr 07, 2007 12:12 am
by XxDepredationxX
Hehehe, nice theory.

Posted: Sat Apr 07, 2007 12:21 am
by Darth_Z13
Wow, I loved it FragMe!
Only a couple of things...
-Where were the swamp wampas? I couldn't find them....
-The fog. It was very minimal, and I think there should have been more.
-I loved the opening door and stairs to outside.
All in all, a great map so far. You guys are gonna love it.
-EDIT- AI count. That's what I forgot. In some areas the AI are good but in some areas the AI are scarce and I have to walk around for a minute before I find someone.
Posted: Sat Apr 07, 2007 11:42 am
by CamandoMichael
How about my idea for graffiti that scares fighters? It would certainly give the players motivation to take different routes to look for them.
Posted: Sat Apr 07, 2007 12:55 pm
by FragMe!
@Darth_Z13
Glad you liked it (prebeta release)
right now Swampa is only on GCW conquest, haven't got round to editing the other LUAs yet
fog is still a work in progress as well, trying to get an effect without overloading the map.
There will be more doors to the outside, what did you think of the tunnel by the statue? or did you find it?
What map mode was lack of AI, they do have their priorities as to what they go after.
As for the question in your PM yes once the merged final beta is out.
@CamandoMichael
Since I am really just learning XSI and the textures all bugger up when I go and try to fix something I doubt I will edit them to include graffiti
Posted: Sat Apr 07, 2007 1:17 pm
by CamandoMichael
Fine.
Posted: Sat Apr 07, 2007 11:47 pm
by [-108-]Gen.2Biosquad
Now here's an idea:
Try to make some kind of creature like the one in the trash compacter in the D.Star!

:twisted:
Awsome looking map btw!
How big will the filesize be?
Try not to double post -Fusion
[Edit]
Sure thing Fusion

Posted: Sun Apr 08, 2007 6:16 pm
by trainmaster611
That's actually possible if you used the thing with the tentacles and the teeth and the hole creature thing jiggamabob from ep6 (its a someting - pit or sac or whatever) and placed it just underneath the tunnel so the tentacle would grab anything that passes through the appropriate region.
The problem is that it would snatch
everything that passes through a fixed point in a certain tunnel segment, not just random people at random places

Posted: Sun Apr 08, 2007 8:48 pm
by Caleb1117
Its called the "sarlac pit". It uses regions? If so could you not script it to use multable regions? Thusly you could place oh... 5-7 regions randomly in the map.
Or
Instead you could just place 5-7 Sarlacs under the tunnel like Train said, and script them to only grap people a tenth of the time.
Posted: Sun Apr 08, 2007 9:09 pm
by Penguin
The sarlaccs tentacles are separate pieces. So you can just place 1 tentacle at a time under different parts of the sewer.
also, the tentacles only kill 50% of the time, sometimes it only picks you up and throws you down (which would into the hole where you place a damage/or death region)
Posted: Sun Apr 08, 2007 10:49 pm
by [-108-]Gen.2Biosquad
Actually, I was talking about the creature that was in ep4: you know, in the Death Star trash compactor.
Imagine, your shooting at, say, the swampa, & your buddie to the left suddenly screams & goes under. "What the heck-"
"RAAAAAAOOOOR!!!!":lol:
Posted: Mon Apr 09, 2007 5:31 am
by XxDepredationxX
Then you'd be swimming not walking.
Posted: Mon Apr 09, 2007 9:34 am
by FragMe!
This is the creature everyone is referring to:
I am not really worrying about that now I'm just trying to get enough done so that I could possibly enter it into the map pack competition. Although looking at it there are a lot of really good maps in there. Anyway creature wise I am toying with mini Acklays (about 1/4 sized) I have them resized just can't get them down to the ground level currently they are a soldiers body height above the ground. See scaling object topic in BF2 modding for pictures.
To answer the file size question someone had, with out any modded sides other than Swampa, zipped it is about 16 Meg.
Posted: Mon Apr 09, 2007 9:44 am
by CamandoMichael
OMG, MINI AKALAYS!!?? Would it be possible to make tall geonosians or gigantic ewoks, or even teddy bear wampas then?
Posted: Mon Apr 09, 2007 11:21 am
by [-108-]Gen.2Biosquad
To answer the file size question someone had, with out any modded sides other than Swampa, zipped it is about 16 Meg.
Thx man, I think that was me.
OMG, MINI AKALAYS!!?? Would it be possible to make tall geonosians or gigantic ewoks, or even teddy bear wampas then?
lol that would PWN!

[Edit]
Yea, that picture was it.
Posted: Mon Apr 09, 2007 4:41 pm
by trainmaster611
[-108-]Gen.2Biosquad wrote:Actually, I was talking about the creature that was in ep4: you know, in the Death Star trash compactor.
Imagine, your shooting at, say, the swampa, & your buddie to the left suddenly screams & goes under. "What the heck-"
"RAAAAAAOOOOR!!!!":lol:
Dude you never actually see the mosnster itself so you could just use a sarlac pit tentacle and place it just underneath the tunnel. That tentacle would simulate the err

....garbage compacter mosnter tentacle

Nobody would know its actuall a scarlac pit. They just think its the monster.

Posted: Mon Apr 09, 2007 4:47 pm
by CamandoMichael
Maybe someone should let the head be visible under the water, so that you could tell what it is?
Posted: Mon Apr 09, 2007 5:30 pm
by Jawa_Killer
trainmaster611 wrote:
Dude you never actually see the mosnster itself so you could just use a sarlac pit tentacle and place it just underneath the tunnel. That tentacle would simulate the err

....garbage compacter mosnter tentacle

Nobody would know its actuall a scarlac pit. They just think its the monster.

that idea would realy rock......especialy when you animate the arm with an zero editor animaton

so you never know where that monster is
