Space Coruscant (Battle over Coruscant)

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Fiodis
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Re: Space Coruscant (Battle over Coruscant)

Post by Fiodis »

And once the doors shut, how do people get out?
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ps2owner
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Re: Space Coruscant (Battle over Coruscant)

Post by ps2owner »

Fiodis wrote:And once the doors shut, how do people get out?
a secret hanger or the other side of the hanger
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Re: Space Coruscant (Battle over Coruscant)

Post by MrCrayon »

Darn, I forgot my password. I had time too. Oh well...Do you mind sending me another?
stardestroyer001
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

Sure, I'll resend your code.

And about the animated door thing, I had it thought out already, but thanks for the suggestion. It'll definitely help with the anim. Here's how it goes: Destroying a "pipe" on the side of the hangar, like in the movie, would lower the shield via anim and a hidden set of Invisible Hand blastdoors would rotate and move from an inaccessible part inside the hull of the ship and close the hangar. This is one group animation. Once the pipe regenerates, the opposite anim group would play. Problem is, when the pipe blows up, nothing happens!

SC1c_Diet Dr. Pepper.lua:
Hidden/Spoiler:
Blah blah blah
DisableSmallMapMiniMap()

-- Animations: Blast Door
OnObjectRespawnName(PlayAnimUp, "spa2_prop_ihanimtrigger");
OnObjectKillName(PlayAnimDrop, "spa2_prop_ihanimtrigger");

function PlayAnimDrop()
RewindAnimation("spa_cisdoormove1animup");
PauseAnimation("spa_cisdoormove1animdown");
PlayAnimation("spa_cisdoormove1animdown");
end

function PlayAnimUp()
RewindAnimation("spa_cisdoormove1animdown");
PauseAnimation("spa_cisdoormove1animup");
PlayAnimation("spa_cisdoormove1animup");
end
spa2_prop_ihanimtrigger is the name of the object that, when destroyed, should activate the anim group "spa_cisdoormove1animdown".
My ANM file:
Hidden/Spoiler:
Animation("cis-frigatemove1anim", 300.00, 0, 0)
{
AddPositionKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(60.00, -54.41, 0.00, 1749.01, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(90.00, 412.56, 0.00, 2312.32, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(130.00, 1512.22, 153.59, 2346.55, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(140.00, 1829.33, 191.51, 2525.64, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(60.00, 0.00, 20.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(70.00, 0.00, 40.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(80.00, 0.00, 60.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(90.00, 0.00, 80.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(100.00, 0.00, 90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

Animation("cis-frigatemove2anim", 300.00, 0, 0)
{
AddPositionKey(0.00, -111.34, 0.00, -2417.86, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(90.00, -28.65, 0.00, 136.86, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(180.00, 50.20, 0.00, 1925.83, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(222.00, 119.62, 419.04, 2610.28, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(300.00, -643.97, 598.05, 5594.29, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(219.00, 0.00, 10.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(230.00, -3.00, -15.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

Animation("spa_cisdoormove1animdown", 12.00, 0, 0)
{
AddPositionKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(1.30, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(1.31, -126.11, -36.34, -4.46, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(12.00, 4.72, -36.23, -4.57, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(1.30, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(1.31, 0.00, 90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

Animation("cis_fedcruiser_shield_blue2animdown", 1.30, 0, 0)
{
AddPositionKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(1.29, 3.78, -31.87, 0.42, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(1.30, 3.78, -31.84, 0.42, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(1.29, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(1.30, 0.00, -90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

Animation("spa_cisdoormove1animup", 12.00, 0, 0)
{
AddPositionKey(0.00, 4.72, -36.23, -4.57, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(1.30, 4.72, -36.23, -4.57, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(11.99, -126.11, -36.34, -4.46, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(12.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(0.00, 0.00, 90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(1.30, 0.00, 90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(11.99, 0.00, 90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(12.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

Animation("cis_fedcruiser_shield_blue2animup", 1.30, 0, 0)
{
AddPositionKey(0.00, 3.78, -31.87, 0.42, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(0.01, 3.78, -31.87, 0.42, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(1.30, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(0.00, 0.00, -90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(0.01, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(1.30, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

AnimationGroup("cis-frigate1group", 1, 0)
{
Animation("cis-frigatemove1anim", "cis-frigatemove1");
}

AnimationGroup("spa_cisdoormove1animdown", 0, 0)
{
Animation("cis_fedcruiser_shield_blue2animdown", "cis_fedcruiser_shield_blue2");
Animation("spa_cisdoormove1animdown", "spa_prop_cisdoormove1");
}

AnimationGroup("cis-frigate2group", 1, 0)
{
Animation("cis-frigatemove2anim", "cis-frigatemove2");
}

AnimationGroup("spa_cisdoormove1animup", 0, 0)
{
Animation("cis_fedcruiser_shield_blue2animup", "cis_fedcruiser_shield_blue2");
Animation("spa_cisdoormove1animup", "spa_cisdoormove1");
}
As you can see, "spa_cisdoormove1animdown" is a group that has both the shield down anim and the blast door closing anim. So when spa2_prop_ihanimtrigger is destroyed, it should activate the group which, in turn, activates the two anims. I don't get what's wrong. I see nothing moving at all when the object is destroyed. I'm currently experimenting with this line here:
AnimationGroup("spa_cisdoormove1animdown", 0, 0)
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martin105038
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Re: Space Coruscant (Battle over Coruscant)

Post by martin105038 »

Here´s the spanish translation:

Espacio sobre Coruscant por stardestroyer001
El General Grievous y su flota están escapando con el Canciller Palpatine cuando la flota de la república, liderada por Anakin y Obi-Wan, los intercepta. Evade a los enemigos y las torretas automáticas en una batalla épica para salvar al Canciller.
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Re: Space Coruscant (Battle over Coruscant)

Post by Anakin »

have i over read something?? what translation
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martin105038
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Re: Space Coruscant (Battle over Coruscant)

Post by martin105038 »

Anakin wrote:have i over read something?? what translation
stardestroyer001 wrote:Thanks for letting me know about this, and thanks in advance for the better Spanish translation. :)
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Re: Space Coruscant (Battle over Coruscant)

Post by Anakin »

ah ok i thought he needs for every language a translation
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

Thanks for the translation, it's now a part of the game. You're in the credits list now :)

UPDATE:
Playing around with the door anim has only caused it to be closed and the shield down at the start of the game. This is really unfair to the Republic now, as they can't get in! (It's also unfortunate to curious battle droids who walk outside the door and find themselves on the "Can't-get-in" side)
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Re: Space Coruscant (Battle over Coruscant)

Post by ps2owner »

stardestroyer001 wrote:Sure, I'll resend your code.

And about the animated door thing, I had it thought out already, but thanks for the suggestion. It'll definitely help with the anim. Here's how it goes: Destroying a "pipe" on the side of the hangar, like in the movie, would lower the shield via anim and a hidden set of Invisible Hand blastdoors would rotate and move from an inaccessible part inside the hull of the ship and close the hangar. This is one group animation. Once the pipe regenerates, the opposite anim group would play. Problem is, when the pipe blows up, nothing happens!

SC1c_Diet Dr. Pepper.lua:
Hidden/Spoiler:
Blah blah blah
DisableSmallMapMiniMap()

-- Animations: Blast Door
OnObjectRespawnName(PlayAnimUp, "spa2_prop_ihanimtrigger");
OnObjectKillName(PlayAnimDrop, "spa2_prop_ihanimtrigger");

function PlayAnimDrop()
RewindAnimation("spa_cisdoormove1animup");
PauseAnimation("spa_cisdoormove1animdown");
PlayAnimation("spa_cisdoormove1animdown");
end

function PlayAnimUp()
RewindAnimation("spa_cisdoormove1animdown");
PauseAnimation("spa_cisdoormove1animup");
PlayAnimation("spa_cisdoormove1animup");
end
spa2_prop_ihanimtrigger is the name of the object that, when destroyed, should activate the anim group "spa_cisdoormove1animdown".
My ANM file:
Hidden/Spoiler:
Animation("cis-frigatemove1anim", 300.00, 0, 0)
{
AddPositionKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(60.00, -54.41, 0.00, 1749.01, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(90.00, 412.56, 0.00, 2312.32, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(130.00, 1512.22, 153.59, 2346.55, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(140.00, 1829.33, 191.51, 2525.64, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(60.00, 0.00, 20.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(70.00, 0.00, 40.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(80.00, 0.00, 60.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(90.00, 0.00, 80.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(100.00, 0.00, 90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

Animation("cis-frigatemove2anim", 300.00, 0, 0)
{
AddPositionKey(0.00, -111.34, 0.00, -2417.86, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(90.00, -28.65, 0.00, 136.86, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(180.00, 50.20, 0.00, 1925.83, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(222.00, 119.62, 419.04, 2610.28, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(300.00, -643.97, 598.05, 5594.29, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(219.00, 0.00, 10.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(230.00, -3.00, -15.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

Animation("spa_cisdoormove1animdown", 12.00, 0, 0)
{
AddPositionKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(1.30, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(1.31, -126.11, -36.34, -4.46, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(12.00, 4.72, -36.23, -4.57, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(1.30, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(1.31, 0.00, 90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

Animation("cis_fedcruiser_shield_blue2animdown", 1.30, 0, 0)
{
AddPositionKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(1.29, 3.78, -31.87, 0.42, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(1.30, 3.78, -31.84, 0.42, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(0.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(1.29, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(1.30, 0.00, -90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

Animation("spa_cisdoormove1animup", 12.00, 0, 0)
{
AddPositionKey(0.00, 4.72, -36.23, -4.57, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(1.30, 4.72, -36.23, -4.57, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(11.99, -126.11, -36.34, -4.46, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(12.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(0.00, 0.00, 90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(1.30, 0.00, 90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(11.99, 0.00, 90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(12.00, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

Animation("cis_fedcruiser_shield_blue2animup", 1.30, 0, 0)
{
AddPositionKey(0.00, 3.78, -31.87, 0.42, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(0.01, 3.78, -31.87, 0.42, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddPositionKey(1.30, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(0.00, 0.00, -90.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(0.01, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
AddRotationKey(1.30, 0.00, 0.00, 0.00, 1, 0.00, 0.00, 0.00, 0.00, 0.00, 0.00);
}

AnimationGroup("cis-frigate1group", 1, 0)
{
Animation("cis-frigatemove1anim", "cis-frigatemove1");
}

AnimationGroup("spa_cisdoormove1animdown", 0, 0)
{
Animation("cis_fedcruiser_shield_blue2animdown", "cis_fedcruiser_shield_blue2");
Animation("spa_cisdoormove1animdown", "spa_prop_cisdoormove1");
}

AnimationGroup("cis-frigate2group", 1, 0)
{
Animation("cis-frigatemove2anim", "cis-frigatemove2");
}

AnimationGroup("spa_cisdoormove1animup", 0, 0)
{
Animation("cis_fedcruiser_shield_blue2animup", "cis_fedcruiser_shield_blue2");
Animation("spa_cisdoormove1animup", "spa_cisdoormove1");
}
As you can see, "spa_cisdoormove1animdown" is a group that has both the shield down anim and the blast door closing anim. So when spa2_prop_ihanimtrigger is destroyed, it should activate the group which, in turn, activates the two anims. I don't get what's wrong. I see nothing moving at all when the object is destroyed. I'm currently experimenting with this line here:
AnimationGroup("spa_cisdoormove1animdown", 0, 0)
why dont you put the blast doors anims in 1 anim group and the shield in another one and connect both anim groups in the LUA and mabey you should name your anims and anim groups and objects stuff easier to remember
MrCrayon
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Re: Space Coruscant (Battle over Coruscant)

Post by MrCrayon »

Ok, I did a quick look at it (I'll go in-depth this weekend), but this is what I found.

a. Poorly placed objects and rooms. And If I were you, I would hex-edit the textures. It takes like 2 seconds. All you do is go to your world's msh and swap tgas for your objects. Done deal, looks better and less 'stock'

b. Nobody knows how to fly around here!

c. Try and play with animations. Seeing the ships stay in one spot bothers me.

d. Try and get some additional capital ships. Here is a link for good ones that were in the movie!
http://www.gametoast.com/forums/viewtop ... =64&t=8372
and for venator hallways,
http://www.gametoast.com/forums/viewtop ... 64&t=17662

Here are some pics I had taken
Hidden/Spoiler:
Image lol. I like what you wrote. Image ok, either anakin has been hitting the gym, or you have a bad case of floating vehicles. Or, someone turned off the gravity again...
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

lol, that has got to be the funniest picture I've seen. You should submit it at swbffiles for the PoTD!
In regards to the "strong Anakin" :lol: : Oops again, an error on my part. It was in fact a temporary solution to troopers spawning in and being forced into the floor. I fixed the problem but forgot to undo this. :oops:
Thanks for the report.

One question:
Projects :: Coruscant map Want to help PM me
Is that a land map you're working on?
MrCrayon
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Re: Space Coruscant (Battle over Coruscant)

Post by MrCrayon »

Yes sir. Maybe we could release a map pack together! And as for the pictures, I just like making people laugh. The world would suck without laughter. If you want, I could make you a wicked loadscreen! But I would need the final version to do it (well, almost final seeing as it would need the new loading screen)
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ps2owner
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Re: Space Coruscant (Battle over Coruscant)

Post by ps2owner »

Some things i noticed "betaing"
#1 you can jump out the mustarfar control room windows. you should block them off.
#2 sometimes i teleport to the bridge but i (always) cant get back without using 1.3 to jump out of the ceiling. put a teleport to get back.
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

MrCrayon wrote:Yes sir. Maybe we could release a map pack together! And as for the pictures, I just like making people laugh. The world would suck without laughter. If you want, I could make you a wicked loadscreen! But I would need the final version to do it (well, almost final seeing as it would need the new loading screen)
A map pack? That would be great! (PM me!)
About the loadscreen, if you want to, then sure, go ahead. And, yes, life would suck without funny pictures. :D
ps2owner wrote:Some things i noticed "betaing"
#1 you can jump out the mustarfar control room windows. you should block them off.
#2 sometimes i teleport to the bridge but i (always) cant get back without using 1.3 to jump out of the ceiling. put a teleport to get back.
#1: Good idea.
#2: You can teleport to the bridge? Can you take a video of this please?
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ps2owner
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Re: Space Coruscant (Battle over Coruscant)

Post by ps2owner »

i put a video of the teleport on youtube(unlisted so only people with the link can see it)

ill pm you the link.
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Re: Space Coruscant (Battle over Coruscant)

Post by Evman »

WOW!!!!!!!!!!!! This map looks AMAZING!!!!!!!!!! How about you make a campaign mode were you are obi-wan/anikan? it would be a great addition to this map. p.s. this is my first post on gametoast.
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Re: Space Coruscant (Battle over Coruscant)

Post by commander501stappo »

Evman wrote:WOW!!!!!!!!!!!! This map looks AMAZING!!!!!!!!!! How about you make a campaign mode were you are obi-wan/anikan? it would be a great addition to this map. p.s. this is my first post on gametoast.
I have two things to say:
1) welcome to GT :wink:
2) sounds like a good idea.
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Re: Space Coruscant (Battle over Coruscant)

Post by stardestroyer001 »

commander501stappo wrote:
Evman wrote:WOW!!!!!!!!!!!! This map looks AMAZING!!!!!!!!!! How about you make a campaign mode were you are obi-wan/anikan? it would be a great addition to this map. p.s. this is my first post on gametoast.
I have two things to say:
1) welcome to GT :wink:
2) sounds like a good idea.
Hear hear. Welcome to Gametoast! :D
About a campaign mode, that would have to be after the map is "release-able" so the Campaign mode would be a finishing touch. Great idea!
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Re: Space Coruscant (Battle over Coruscant)

Post by Anakin »

i'm really sory but haven't enought time to test the new beta version :(
maybe next week

Evman wrote:WOW!!!!!!!!!!!! This map looks AMAZING!!!!!!!!!! How about you make a campaign mode were you are obi-wan/anikan? it would be a great addition to this map. p.s. this is my first post on gametoast.
welcome
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