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Re: The MOD/MAP Idea thread

Posted: Sun Nov 21, 2010 11:11 am
by DarthD.U.C.K.
nice idea, the question is how the ai is supposed to capture the cps though. they would have to park right behind the ice and then exit the vehicle, otherwise they would land in the water.

Re: The MOD/MAP Idea thread

Posted: Mon Nov 22, 2010 5:17 pm
by Slime615
Ok, I had an idea for a map...

It is basicly a HUGE Christmas tree... with units climbing to the top of the tree by jumpig ump the baulbles, and tinsel bridges... It sounds dumb, but it would just be a noelty map for christmas.... Grenaddes would be replaced with (Still damageing) Red bualbles, that spray confti not fire....

I would need someone to make a gaint tree as a model so I could make the map... There would be numerous CPs doted around the place... I thought I would use the BFX Assets for the sides, but reskin them? SO, Importantly, I need anyone who is interested in "Building" the mod.

His job it would be to be sent Skins, ODFs models,and Maps, ETC, and munge it, checking for bugs ETC...

There would also be a Skinner (ME)
and an Odf writer (For the very few custome addition to the sides...)
and maybe a few others.......

Re: The MOD/MAP Idea thread

Posted: Mon Nov 22, 2010 5:23 pm
by acryptozoo
Slime615 wrote:Ok, I had an idea for a map...

It is basicly a HUGE Christmas tree... with units climbing to the top of the tree by jumpig ump the baulbles, and tinsel bridges... It sounds dumb, but it would just be a noelty map for christmas.... Grenaddes would be replaced with (Still damageing) Red bualbles, that spray confti not fire....

I would need someone to make a gaint tree as a model so I could make the map... There would be numerous CPs doted around the place... I thought I would use the BFX Assets for the sides, but reskin them? SO, Importantly, I need anyone who is interested in "Building" the mod.

His job it would be to be sent Skins, ODFs models,and Maps, ETC, and munge it, checking for bugs ETC...

There would also be a Skinner (ME)
and an Odf writer (For the very few custome addition to the sides...)
and maybe a few others.......
well you could scale up the endor trees to be your tree but then again they might be buggy

Re: The MOD/MAP Idea thread

Posted: Mon Nov 22, 2010 5:33 pm
by Slime615
very buggy....

Especialy as it wont have baubles, christmas light, star, tinsel, bead strings, candels or any other of the things tha make a Christmass a "Christmas tree"...

Re: The MOD/MAP Idea thread

Posted: Thu Nov 25, 2010 3:53 pm
by Evman
How about a CW space map with everything being custom modles and have elaborate interiors? :yes:

Re: The MOD/MAP Idea thread

Posted: Thu Nov 25, 2010 4:28 pm
by acryptozoo
Evman wrote:How about a CW space map with everything being custom modles and have elaborate interiors? :yes:
try THIS

Re: The MOD/MAP Idea thread

Posted: Thu Nov 25, 2010 7:10 pm
by CodaRez
Slime615 wrote:very buggy....

Especialy as it wont have baubles, christmas light, star, tinsel, bead strings, candels or any other of the things tha make a Christmass a "Christmas tree"...
Use the Endor tree as a base, and model your own christmas ornamants onto it. The bubbles are just sphere polygons.

Also make sure to add collisions, as the tree probably has go-through leaves

Re: The MOD/MAP Idea thread

Posted: Thu Nov 25, 2010 8:41 pm
by Eggman
I'm working on a unit right now, but I can't decide on what I want its last weapon to me. The unit is of the officer class, and it's current weapons are:

-heavy pistol
-orbital strike
-buff (defense or offense, depending on the team)
-?

I'd appreciate it if a few people could shout out some ideas for the last weapon, preferably something that could go in the secondary weapon channel (pistol/orbital strike have primary weapon slots) and is officer-ish in nature.

Re: The MOD/MAP Idea thread

Posted: Thu Nov 25, 2010 8:59 pm
by commander501stappo
here are some suggestions for the last weapon:
-recon droid
-thermal detonator
-auto turret
-flamethrower
-EMP launcher

Re: The MOD/MAP Idea thread

Posted: Thu Nov 25, 2010 10:59 pm
by SAMofBIA
Has anyone thought about a script for when you get down to 1 reinforcemnet left but you have the crappiest AI around right next to you so oyu have little to no chance of him survivng so you can continue to play?

What im trying to say is, what about making a script that removes all AI from your team when you get down to 1-5 reinforcements. is it possible also?

Re: The MOD/MAP Idea thread

Posted: Sun Nov 28, 2010 12:15 am
by Wonderboy
SAMofBIA wrote:Has anyone thought about a script for when you get down to 1 reinforcemnet left but you have the crappiest AI around right next to you so oyu have little to no chance of him survivng so you can continue to play?

What im trying to say is, what about making a script that removes all AI from your team when you get down to 1-5 reinforcements. is it possible also?
Haha, that's genius. I've been down that road sooo many times.

Re: The MOD/MAP Idea thread

Posted: Sun Nov 28, 2010 5:23 am
by Slime615
I like that script, but what iff you just canged it, so the Reenforcement count only treated you death, and team kills, as a death? That way you could continue to fight, but with a full army beside you?

I wanted a map that put alll 150 units at once on the map, and no one but you gets to respawn?

Re: The MOD/MAP Idea thread

Posted: Sun Nov 28, 2010 5:43 am
by Sky_216
@Samofbia - the stock campaigns kinda do that (make it so when your down to a few reinforcments AI dying doesn't reduce reinforcements).

Eggman wrote:I'm working on a unit right now, but I can't decide on what I want its last weapon to me. The unit is of the officer class, and it's current weapons are:

-heavy pistol
-orbital strike
-buff (defense or offense, depending on the team)
-?

I'd appreciate it if a few people could shout out some ideas for the last weapon, preferably something that could go in the secondary weapon channel (pistol/orbital strike have primary weapon slots) and is officer-ish in nature.
- Portable shield generator (PSG)
- Autoturret
- Stun grenades of some kind
- Emergency Stimulant pack (bacta + offense + defense + health restore in a pack)
- Haywire grenade
- Portable Command Post (hard to not make it overpowered though...)

Re: The MOD/MAP Idea thread

Posted: Sun Nov 28, 2010 5:48 am
by [Padawan]Helkaan
Maybe reinforcement (+4) using a LA-AT:

1. Use the binoculars
2. shoot a balise
3. A LA-AT comes and 4 troopers come out of it.

off-topic: Sky_216, aren't you droid pilot assassin?

Re: The MOD/MAP Idea thread

Posted: Sun Nov 28, 2010 2:55 pm
by jdee/barc
How about this

Target Pistol (x500): a 2 hit kill pistol, that runs out of ammo instead of overheating and 100% accurate.
Deployable Orbital Strike beacons (you get 4)
-place beacons where you want them
-trigger the orbital strike as you would with a detpack or remote charge
Sonic Detonator x2
Binoculars
Buff (rage, rally, neuropoison, invincibility)

Re: The MOD/MAP Idea thread

Posted: Sun Nov 28, 2010 8:29 pm
by THEWULFMAN
[Padawan]Helkaan wrote:Maybe reinforcement (+4) using a LA-AT:

1. Use the binoculars
2. shoot a balise
3. A LA-AT comes and 4 troopers come out of it.

off-topic: Sky_216, aren't you droid pilot assassin?

Please feel free to correct me, but, this is impossible.

Re: The MOD/MAP Idea thread

Posted: Mon Nov 29, 2010 1:21 pm
by [Padawan]Helkaan
THEWULFMAN wrote:
[Padawan]Helkaan wrote:Maybe reinforcement (+4) using a LA-AT:

1. Use the binoculars
2. shoot a balise
3. A LA-AT comes and 4 troopers come out of it.

off-topic: Sky_216, aren't you droid pilot assassin?

Please feel free to correct me, but, this is impossible.
Maybe I dream, but Maveritchell should do it :runaway:
There are important facts: make anims in ZE, script a lot with LUA, make deployable PCs;.. I dream.

Re: The MOD/MAP Idea thread

Posted: Mon Nov 29, 2010 1:42 pm
by Twilight_Warrior
THEWULFMAN wrote:
[Padawan]Helkaan wrote:Maybe reinforcement (+4) using a LA-AT:

1. Use the binoculars
2. shoot a balise
3. A LA-AT comes and 4 troopers come out of it.

off-topic: Sky_216, aren't you droid pilot assassin?

Please feel free to correct me, but, this is impossible.
I don't think you could control the amount of AI that spawn, but it is possible, in theory. You can make a portable CP, so all you'd have to do is delay the activation (like the time delay for the orbital strike to hit) of said portable CP long enough for an LAAT animation to play.

Re: The MOD/MAP Idea thread

Posted: Mon Nov 29, 2010 1:44 pm
by [Padawan]Helkaan
So how does work the Reinforcement function in the Fakeconsole?

Re: The MOD/MAP Idea thread

Posted: Mon Nov 29, 2010 10:26 pm
by Gibbler000
yea, u sed tht it wud take more time and effort than most ppl will go, idk if u guys play halo ce, but ppl there, like myself, have to use 3ds max to make a map, its difficult. i am not trying to tell any 1 how to make what they wanna make, but this can be done if u have help ;)