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Re: Modding Project
Posted: Mon Apr 06, 2009 10:07 am
by MasterFang1
A Zombie map could be an idea. Ok, so I got dispensable units to work but is there a way to get the units to fight? There animated and they can be blown up but they just stand there. I wonder if theres a way to set them up like a deployable turret.
Re: Modding Project
Posted: Mon Apr 06, 2009 10:15 am
by UNIT33
Dispensable troops? That would be great for drop/capital ships...
When they are killed does that count in the reinforcement count?
Re: Modding Project
Posted: Mon Apr 06, 2009 10:24 am
by MileHighGuy
what i think you should do is make a remote droid that has a unit for ordance and has switch SwitchImmediately set to 0
Re: Modding Project
Posted: Mon Apr 06, 2009 11:07 am
by Ty294
Yah! It deploys like an assassin droid or something.
Edit: This is off-topic but really funny. I just found my screenshots folder; (I could never find it before.) it had almost 8000 pics in it and was taking nearly 13-gigs of space.

Re: Modding Project
Posted: Mon Apr 06, 2009 8:42 pm
by MasterFang1
lmao Ty294 nice going on the 13 gig screenshot folder.
UNIT33 wrote:Dispensable troops? That would be great for drop/capital ships...
When they are killed does that count in the reinforcement count?
No they don't effect the reinforcement count.
Re: Modding Project
Posted: Tue Apr 07, 2009 5:27 am
by UNIT33
Huh, so you could use the Bots as weapons or decoys if you cannot work out to get them working as infantry...
[Edit] Has anyone actually made anything concrete yet, to contribute?
Re: Modding Project
Posted: Wed Apr 15, 2009 11:31 pm
by MasterFang1
Re: Modding Project
Posted: Thu Apr 16, 2009 4:39 am
by EA711
does the AI dispence vehicles aswell.
Why not sw themed, swbf2 has loads sw themed of maps, I think we need more urban maps like you said and have buildings that you can enter, Rends coruscant streets is a good example.
Re: Modding Project
Posted: Thu Apr 16, 2009 8:59 am
by Ty294
Well we lost unit33 to the ban hammer.
Here's an idea: Nar Shaddaa- Streets and buildings with elevators ramps and bridges, some of them destroyable. Locals could be Rodian thugs.
Re: Modding Project
Posted: Thu Apr 16, 2009 9:32 am
by breakdown
Concerning a
Zombie Map/Mod, I am currently working on one, and the ideas topic can be found here:
http://www.mpcgamers.com/forums/viewtop ... f=12&t=390
If you still are going to make a Zombie Map for this prooject, I
might donate some of the assets..

Re: Modding Project
Posted: Thu Apr 16, 2009 9:39 am
by EA711
Ty294 the Nar shaada map is a great idea you should do that
Re: Modding Project
Posted: Thu Apr 16, 2009 11:47 am
by MasterFang1
A zombie arena would be fun.
Re: Modding Project
Posted: Mon Apr 20, 2009 6:18 pm
by giftheck
I've got an idea: Battlefront Beta. People have made complaints that the game we got wasn't the same as the trailers and screenshots. Indeed, several maps ended up different.
Re: Modding Project
Posted: Mon Apr 20, 2009 8:10 pm
by breakdown
That'd be neat, re-making the game to how it was in early versions, but in my opinion, there isn't really too many changes that are significant enough to make a whole new project.
I'd work on it though, but since there is a limited amount of sources as to how the game originally was (demo, and trailers are the only ones I can think of) it could be quite hard to re-create it. I think if there was a SWBF developer on the team it would be easier. But hey, you can't have it all

Re: Modding Project
Posted: Wed Apr 22, 2009 5:09 am
by giftheck
Well, we know Kamino probably had no layout changes, just the fact there were starfighters there. The demo is a good place to start as well. We get a partial idea on how Naboo Theed is different from the preview video used on the level select menu, and we could use our imaginations to fill the blanks.
Re: Modding Project
Posted: Sat Apr 25, 2009 3:22 am
by MasterFang1
cool idea ggctuk, the only problem is recovering/making the models.
Re: Modding Project
Posted: Sat Apr 25, 2009 3:36 am
by EA711
Do you have any thing yet, or are you still at the ideas stage?
Re: Modding Project
Posted: Sat Apr 25, 2009 4:19 am
by ANDEWEGET
in the naboo folder are the most models, which are shown in the video.but a few of them dont have collisions or bad collisions...if i remember right
Re: Modding Project
Posted: Sun Apr 26, 2009 8:49 pm
by jango
u can give them collision by placing doors that have collision right behind the walls. thats what i had to do for making coruscant jedi temple. it just takes A LOT of work!
Re: Modding Project
Posted: Mon Apr 27, 2009 1:57 pm
by ANDEWEGET
doors? there are collision cubes in the common odf and msh