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Posted: Sun Sep 03, 2006 4:30 am
by PlayerX
Ah, I can understand only wanting just to do the map conversion and not making it into a campaign map. My enthusiasm is probably getting the better of me, the Jedi purge is such a natural idea for this map that it screams to be done somehow. But in retrospect it would probably be better if someone created a new cis.lvl which replaced the droids with Jedi and then all of the clone war maps could be turned into a Jedi purge campaign automatically. Maybe Karnage or somebody else a lot smarter than me will attempt it....

You're right that with it being a small map, it probably will end up with the same climatic fights each time, but that's the same reason why the Jabba map is actually one of my least favourite maps, it has such a low replay value because you can predict what the enemy is going to do exactly every single time. Maps like Geonosis, Bespin, and Kashyyk Docks are my most replayed maps just due to the sheer variety of different ways to try to beat the other faction (ground fight, land vehicle attack, attack other enemy fighters, sniping, etc). Obviously you can't drop an AT-TE into the Jedi Temple (but it'd be funny if you did, lol) but I really hope there's some way to randomize something so that once in a while the player is really unsure about what's going to happen next, any battle should always feel tense and uncertain. If you can't randomize the AI's spawn point, can the player's spawn point be randomized?

1. Regarding the blue lit stairs, I didn't really go for it myself... I'd rather just have normal stairs, since the blue lighting reminds me of TRON whenever I see it, lol.
2. I do like the lightbeam / moonrays idea, but would it be possible to desaturate the blue considerably? I was re-watching the Jedi purge scene in eps3 and I like it with just the dim lighting (dark grey with a very very faint hint of blue-purple). It'd be nice if the lighting conditions from the movie were recreated for this map, with maybe the characters being tinted blue if they walk outside of the temple, but otherwise normal colored (but darker grey) when inside the building.

sorry, I guess I gave you a lot to read too :)

Posted: Sun Sep 03, 2006 6:39 am
by =TPR=JediKB
Good Work. Thanks

Posted: Sun Sep 03, 2006 9:40 am
by Laserblast
Although possibly no longer important, it should be pointed out that the "com_inv_col"s all have the line OrdananceCollision= "None." Removal of this line could lead to the blocking of shots as well. However, you would probably have to move the modified ODF as well as the corresponding MSH to the the world folder.

Posted: Sun Sep 03, 2006 2:57 pm
by imp_strikeforce
@laserblast
wow, yeah i remember seeing that in the odf, i guess i just didnt connect that with the reason it blocked players but not shots. very helpful thank you!! :D
hey! maybe i can use the OrdananceCollision= line in some of the odf's of objects that dont have collision to specify the name of the collision layer in xsi! maybe that would get them to work!!

@playerx
dude, only 3 posts and youv already given some of the best feedback for this map ive gotten so far. thanks dude!
i will see what i can do about changing the dynamic of the battle. and yes, i can change where the players/ai spawn, just not make their starting cp random.
like i said, im still experimenting and playing around with the ambience settings so i know its alil too saturated blue and such, im still trying to figure out how it all works.
this is what the sky file setting i have to work with are, unfortunately no saturation settings, just colors.

SkyInfo()
{
PC()
{
Enable(1559);
FogColor(128, 128, 128);
FogRange(250.000000, 350.000000);
NearSceneRange(50.0, 150.0, 60.0, 200.0);
FarSceneRange(220.000000, 500.0);
AmbientColor(115, 129, 255);
TopDirectionalAmbientColor(17, 64, 187);
BottomDirectionalAmbientColor(17, 64, 187);
CharacterAmbientColor(115, 129, 255);
}

there is a thing in the editor to change these setting so you can see them, and you have more control of them, but i changed them, and they have to effect in-game, so i had to manually edit the sky file. but this is what it looks like.
Image
you can see the lil bar near the bottom, it SHOULD do what i want, but it doesnt. maybe psych0 could help me with this...

-strike

ps. like the alienware desktop theme? and batman skin for firefox :lol:

Posted: Tue Sep 05, 2006 12:36 am
by PlayerX
Regarding the randomization of start CPs, I was just playing the Bespin map where I noticed that I didn't pop up in the same place that I normally spawn from when I play. Then I realized that the Bespin map defines two starting CPs for the Republic rather than just the usual one. Is it possible that when you define two or more starting points for a map, that the game will randomly put you at one of those CPs?

Oddly enough, I never noticed this until now :)

Posted: Tue Sep 05, 2006 1:15 am
by imp_strikeforce
that i can do. make each team start with 2 spawns instead of just one, i guess there are enough in this map that i CAN do that. then yes, you could choose between the 2 when you first start, and the ai would be dispersed randomly. which two spawns do you think i should add to each side? just out of curiosity...

Posted: Tue Sep 05, 2006 9:35 am
by PlayerX
I'm running the game on the other PC as I type this, so it looks like it has 6 CPs, 2 are obviously assigned already (hmmm, I thought there were 8 CPs but looks not to be the case). If you leave the existing two as they are, I'd try to pick a second CP for each side that would allow for the situation of the battle to change each time depending on which CP the player chooses to spawn from (this would assume that the player is skilled enough to actually give his teammates at that CP an edge over the enemy AI).

Currently what tends to happen is the CIS captures the courtyard (the northmost CP) and the command post since they're the two nearest points, while the clones capture the library and remaining CP by the hall. I'd put a starting CP in the library for the CIS, and a starting CP for the clones in the courtyard. This would really intensify the combat from all directions for each side (assuming that the AI would distribute the forces to each starting CP evenly -- not sure if it always does that) and teams would really have to fight through heavy resistance in order to meet up. Now there's potential for two simultaneous battles going on at different ends of the hallway, rather than just the usual "everybody run and meet at the hallway" for one big firefight (which could still happen depending on how the gamer eliminates and captures a given enemy-held CP).

[EDIT: Actually I changed my mind: give the CIS the bottom CP to spawn from instead; this way, there will definitely be two separate battles at the beginning since the CIS meets up with the bottom-right spawning clones running towards the main hallway and the clones have to fight past them OR the CIS force the clones to retreat back. If the CIS spawned at the library, they are too close to the other CIS spawn point across the hall and both CIS teams would gang up and wipe out the clones spawning from the courtyard way too quickly. That would bias the map too much towards the CIS.]

BTW, I think I messed up what I was trying to say in my last post. I meant to say, aside from the two starting CPs, when I play the Bespin map I always choose to start from the same CP and yet, the game never puts me exactly in the same place to spawn from. Sometimes it is inside the building, other times just outside the door. So i am assuming that a given spawn CP has a certain radius that it randomly spawns the characters at so they don't bunch up or make easy targets for the enemy. Is that radius defined by the map (and thus, by the mapmaker) and if so, does each CP have the same radius or can they have different sized ones?

Posted: Tue Sep 05, 2006 5:48 pm
by imp_strikeforce
what you are reffering to are called "Spawn Paths" or just "Paths". In zeroedit every spawn has to have a couple of things, all of which the mapper can create and edit.

1- the actual physical command post
2- a capture region: the place you have to be inside to capture the spawn
3- a control region: defines things that are in the domain of the spawn, like vehicle spawns, that will only work if you hold that cp.
4- spawnpaths: these are strings of little nodes that have a height and a direction that define where a player, or ai will spawn at that cp. you can have an unlimited number of nodes, and you can change where they are[which is pretty much wherever you want them], how heigh they are, and what direction the unit faces when it spawns.

hope that answers your question :)

Posted: Wed Sep 06, 2006 5:26 am
by PlayerX
Thanks for the detailed answer, strike! That does indeed answer my question. I didn't realize the maps were that flexible. If I ever get a chance to try my hand at editing a map, I think I'd like to whip up one where the spawnpaths for each spawn point could be all over a map so neither the gamer nor the enemy AI could ever know for sure where they'd end up no matter which CP they chose. You could have all your teammates all close by or all scattered amongst the enemy or what not. It'd be interesting to see how the forces then come together or maybe just hold their ground and fight separately.

That map would be aptly called "Random Spawn Overload" :) BTW, not suggesting that should be done for this map, which would indeed be silly. That flexibility certainly can lead to making some really fun and wacky battlegrounds... and if such a map already exists, someone please point me to it, I'd love to try it out.

Posted: Wed Sep 06, 2006 8:26 pm
by imp_strikeforce
sure thing dude :D
anytime

PlayerX wrote: "Random Spawn Overload" :)
lol- go for it



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