Operation FM -- Story mode WIP
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Razgriz
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Hebes24
- Sith Master

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- Location: In An Epic Space Battle!
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- Epena
- Old School Staff
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[]quote]I still like Pandemic though. They were the same crew that made Battlezone for the PC were they not? I love that game (it's the only other game I've truly modded).
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All the way! I love that game to death.
Ever play Forgotten Enemies? (or were you part of the team?) that's gotta be my favorite mod of any game I've ever played. So dang hard, too!
Anyhow, I'm looking forward to your map. I'd offer to beta test, but I really don't have alot of time these days.
What's this spawn troop weapon script?
Oh, look into the KotOR assets. There's a few females in there, I believe. Kreia is the only one that comes immediately to mind, but there's still a bunch of good reskins you could make for some great variety for civilians.
[/quote]
All the way! I love that game to death.
Anyhow, I'm looking forward to your map. I'd offer to beta test, but I really don't have alot of time these days.
What's this spawn troop weapon script?
Oh, look into the KotOR assets. There's a few females in there, I believe. Kreia is the only one that comes immediately to mind, but there's still a bunch of good reskins you could make for some great variety for civilians.
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archer01
I never really played any custom maps/mods for BattleZone2, and now that I think about it, I'm not sure why... The mods I was referring to were for BattleZone 1 (just some maps I made WAY "back in the day"). I know Battlezone 1 was made by Activision, but what happened after that is still a little fuzzy. I always thought that part of the team that worked on BZ1 split off from Activision to form Pandemic, but I never really did my research in that regard (I was too 'young' to care at the time). Is that in fact what happened, or am I mistaken?
Either way, Battlezone 2 was great, but I still enjoyed BattleZone 1 more than it's sequel (personally I think BZ2 was just suffering from the usual "sequel-itis"). Now if only Pandemic would make a BattleZone 3...
The troop spawn weapon script is here (look near the bottom of the page): http://www.gametoast.com/index.php?name ... 6&start=45
I'll be sure to look into using whatever models might be available. Unfortunatly, the civilian's side can only have so many types of characters. The way I have it setup now, two versions of each class are needed to simulate the town (a standing and moving version). I'm going to try and change it so I only need one class each, but that is just one of the many things near the top of my 'todo' list. The civ team is almost full of unit classes (I'm assuming 10 classes is the max since that is all the shell scripts are setup to display), and when I tried to make more teams, the game kept crashing on me (it capped off at about 6 to 7 teams before starting to fail).
Here's a few questions that would be easy enough to find the answers to, but would take time to setup the test case, so it's easier to just ask here first:
1- Has anyone made a map with eight or more active teams running at once? When my map started crashing, reducing the number of teams fixed it, and since it was working I didn't really experiment to see if it was actually the number of teams, or some mistake on my part.
2- What is the most unit types an single side can have active at a time? The shell script will only display 10, but can the exe support more?
Either way, Battlezone 2 was great, but I still enjoyed BattleZone 1 more than it's sequel (personally I think BZ2 was just suffering from the usual "sequel-itis"). Now if only Pandemic would make a BattleZone 3...
The troop spawn weapon script is here (look near the bottom of the page): http://www.gametoast.com/index.php?name ... 6&start=45
I'll be sure to look into using whatever models might be available. Unfortunatly, the civilian's side can only have so many types of characters. The way I have it setup now, two versions of each class are needed to simulate the town (a standing and moving version). I'm going to try and change it so I only need one class each, but that is just one of the many things near the top of my 'todo' list. The civ team is almost full of unit classes (I'm assuming 10 classes is the max since that is all the shell scripts are setup to display), and when I tried to make more teams, the game kept crashing on me (it capped off at about 6 to 7 teams before starting to fail).
Here's a few questions that would be easy enough to find the answers to, but would take time to setup the test case, so it's easier to just ask here first:
1- Has anyone made a map with eight or more active teams running at once? When my map started crashing, reducing the number of teams fixed it, and since it was working I didn't really experiment to see if it was actually the number of teams, or some mistake on my part.
2- What is the most unit types an single side can have active at a time? The shell script will only display 10, but can the exe support more?
- Epena
- Old School Staff
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I dunno what exactly happened, but I know that both Activision and Pandemic had some role in the game.
I never played 1 (graphics [or lack thereof] scared me, and a IRL friend of mine said it wasn't that good) but I found 2 to be fairly incredible. Forgotten Enemies mod is so complete that I would not hesitate to call it equal or better to a BF3. (seriously, if you still have BF2 around, check it out) It's t he most challenging game I have played to date....the EDF (ISDF changes to Earth Defense Forces after the use of Biometal was banned) are truly outmatched. You can choose to switch races like in BF2 to the Hadeans, the initial alien race threatening Human kind, but then the Cerberi? Da-ang. The balancing issue in Instant Action is compensated for by being hard to start out with but in Campaign that doesn't matter really to the computer. The environment is so complete that it makes me so happy.
Really, you should try it out...I've got problems beating it on normal. Don't get me started on hard.
I recently went through the game again determined not to cheat at all. I beat it...almost without cheating. The ease of cheating SP is so tempting, lol. There were a few points where I simply had to have unlimited ammo. I just couldn't get through otherwise. I never cheated via the use of the editor at all, or giving myself unlimited health...bot I came close.
If you ever feel like pulling your hair out try FE. You'll at least have a good reason for it.
I never played 1 (graphics [or lack thereof] scared me, and a IRL friend of mine said it wasn't that good) but I found 2 to be fairly incredible. Forgotten Enemies mod is so complete that I would not hesitate to call it equal or better to a BF3. (seriously, if you still have BF2 around, check it out) It's t he most challenging game I have played to date....the EDF (ISDF changes to Earth Defense Forces after the use of Biometal was banned) are truly outmatched. You can choose to switch races like in BF2 to the Hadeans, the initial alien race threatening Human kind, but then the Cerberi? Da-ang. The balancing issue in Instant Action is compensated for by being hard to start out with but in Campaign that doesn't matter really to the computer. The environment is so complete that it makes me so happy.
Really, you should try it out...I've got problems beating it on normal. Don't get me started on hard.
If you ever feel like pulling your hair out try FE. You'll at least have a good reason for it.
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archer01
@Epena
I have a sort of "gaming cycle" I go through. I'll try to remember that mod when I reach the "re-install old games and re-live past memories" part of the cycle.
@Everyone
Well, I'm happy to report that depending on the response from my Alpha testers about the latest version I sent them, this map may only be days away from a public beta release! Hurray!
The beta will require some more work to fix things like the odd set of missing vehicle sounds, incorrect textues on a few of the world's surfaces, and the addition of the conquest modes. But the story mode (which is the highlight anyway), should be functional. I wish I could say "finished" but bugs always seem to crop up (but that's what the alpha/beta versions are for are they not?).
I have a sort of "gaming cycle" I go through. I'll try to remember that mod when I reach the "re-install old games and re-live past memories" part of the cycle.
@Everyone
Well, I'm happy to report that depending on the response from my Alpha testers about the latest version I sent them, this map may only be days away from a public beta release! Hurray!
The beta will require some more work to fix things like the odd set of missing vehicle sounds, incorrect textues on a few of the world's surfaces, and the addition of the conquest modes. But the story mode (which is the highlight anyway), should be functional. I wish I could say "finished" but bugs always seem to crop up (but that's what the alpha/beta versions are for are they not?).
- trainmaster611
- Sith Lord

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archer01
Yah... 
That's why in my last message I made sure to say "depending on the response from my Alpha testers". Arroyo Pass was my first map, and everytime I thought I had an "almost complete" version of it, I found/thought of something new that could add. Thus I experimented with it, added it, tested it, and finally released it only to think of something else a short while later... Basically it was a step-by-step look at my gaining understanding of the game engine. It's something I can avoid more easily the second time through. "Hind sight is 20/20" as the saying goes.
That's why in my last message I made sure to say "depending on the response from my Alpha testers". Arroyo Pass was my first map, and everytime I thought I had an "almost complete" version of it, I found/thought of something new that could add. Thus I experimented with it, added it, tested it, and finally released it only to think of something else a short while later... Basically it was a step-by-step look at my gaining understanding of the game engine. It's something I can avoid more easily the second time through. "Hind sight is 20/20" as the saying goes.
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Protector_Pulch
Razgriz, your avatar is mean^^
@archer01: I'm sure it isn't just you. When looking at old projects, everybody has new ideas in mind which you think would fit it perfectly. Sometimes this causes great revivals, sometimes useless reposting of a slightly improved.
So, just stick to "The map is done when you say it's done".
@archer01: I'm sure it isn't just you. When looking at old projects, everybody has new ideas in mind which you think would fit it perfectly. Sometimes this causes great revivals, sometimes useless reposting of a slightly improved.
So, just stick to "The map is done when you say it's done".
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Redneck-Alcatraz
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Pereza0
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Protector_Pulch
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Alpha
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Ace_Azzameen_5
- Jedi

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Since this is still WIP, beta or no beta, I felt it was better to post this here cause its not a bug report/congratulations
Just wondering if, given the RPGish/action nature of this map, nay, level, if you were going to add item or at least weapon pick ups.
IE:, whenever or sometimes when you kill a thief it drops a holocron type object with a rebel rifle msh, you walk over it, event is trigerd and script adds the weapon to the civ disguise and maybe some of the other units.( 8/8 vision here.
) and possibly removes the item drop from thieves and muggers.
Just thinking that would be cool. Maybe even add a super rare item that gets dropped.
Just wondering if, given the RPGish/action nature of this map, nay, level, if you were going to add item or at least weapon pick ups.
IE:, whenever or sometimes when you kill a thief it drops a holocron type object with a rebel rifle msh, you walk over it, event is trigerd and script adds the weapon to the civ disguise and maybe some of the other units.( 8/8 vision here.
Just thinking that would be cool. Maybe even add a super rare item that gets dropped.
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DarthMan
