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DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Sun Feb 27, 2005 10:32 pm
by konicon
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Sun Feb 27, 2005 10:53 pm
by BlackHawk549
cool...
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 12:51 am
by fett42
I downloaded this map last night/this morning. I think it is overall better than the last version but for SP it still has a couple flaws. However the overall design of the Death Star is better than before.
My first suggestion would be to give the Rebels an actual platform base to start at with some small walls. That way they can't just run off and get killed. Also you die at the starting CP if you jump. My other suggestion would be to focus on the AI and see if it is possible to get them to attack the exhaust port. I was the only one attacking the exhaust port and by the time I finally destroyed it my team was down to 4 members and the Empire still had over 900 left. The Rebels drop out fast because a lot of them die before they even get into a ship. If you can't figure out how to get the AI to attack the exhaust port then perhaps you should lower the shield/health of it a little so it wouldn't take so many hits to destroy. Other than those things this seems like a good map. I'm sure it works better in MP than SP since other human players can help destroy the exhaust port.
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 2:08 am
by konicon
"My first suggestion would be to give the Rebels an actual platform base to start at with some small walls. That way they can't just run off and get killed."
The Rebels ARE on a platform, it's just that you can't see it because it's made from invisible collisions. And it does have walls to preven't the AI from just walking off the edge, so I'm not sure what you mean when you ask me to put walls there.
"Also you die at the starting CP if you jump."
Yes well if you read the Readme you would have noticed that I wrote '-IMPORTANT!!! You should not try to jump while you are on the starting platform, as you will die' lol.
I believe the reason you die if you try to jump there is because the Rebel spawn point and platform is actually about 20 metres above the maximum fly height, and the reason I placed the Rebel spawn position and platform above the maximum fly height is to try to prevent Imperials spawn killing using tiefighters.
"My other suggestion would be to focus on the AI and see if it is possible to get them to attack the exhaust port"
Yeh the AI is tricky. The AI does fire on the exhaust port on occasion but they often miss. This is a very flyer orientated map and after some of my own trial and error I've come to the conclusion that the AI really isn't that good with flyers. If this can be changed, I don't really know, but I think from what psych0fred has mentioned in other posts the AI is hard coded into the game and can't be chaged.
"I was the only one attacking the exhaust port and by the time I finally destroyed it my team was down to 4 members and the Empire still had over 900 left"
Yeh the tickets for the Rebels do go down quickly but I've managed to destroy the exhaust port with a Y-wing on my own with plenty of time to spare. I was thinking that in MP their would hopefully be plenty of people attacking the exhaust port, but I haven't really been able to do a lot of MP testing.
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 5:44 am
by 755
good
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 5:46 am
by DARTHVADOUR
great pics.

RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 5:47 am
by 755
Where are the pictures
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 6:49 am
by konicon
Don't those picture links work? They work for me.
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 7:04 am
by Rends
i suggest to use some more ground textures and make use of the texture rotate function to fix the texture stretch look.
And read psych0freds posting about creating auto turrets:
index.php?name=PNphpBB2&file=viewtopic& ... sc&start=0
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 2:15 pm
by rebel_scum
good job
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 4:53 pm
by konicon
Yeh I only just found out bout that texture rotate thing the other day when I downloaded the updated zeroeditor.
That autoturret thing sounds interesting I'll have to give it a try.
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 5:13 pm
by konicon
Lol by added the following under the "turret1" section like fred said, the turrets just keep shooting till they over heat but they don't actually track enemies. Even when I set 'AutoFire = "0" they still don't track enemies but at least they stop shooting.
PilotType = "self"
Controllable = "0"
AutoFire = "1"
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 6:31 pm
by BlackHawk549
weird...
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 6:32 pm
by BlackHawk549
wait by turret do u mean the bespin ones?
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Mon Feb 28, 2005 7:42 pm
by Rends
did you set it to a Team?
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Tue Mar 01, 2005 3:20 am
by konicon
I sure did. Didn't make a difference tho. They still won't track. Here's my turbolaser turret .odf, maybe the answer's in there. It's just the bespin turret with a couple of changes. Any ideas? Have you tried making an auto turret before Rends?
[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "kam_prop_antiaircraft.msh"
[Properties]
Label = "Light Turbolaser Turret"
BUILDINGSECTION = "BODY"
MapTexture = "turret_icon"
IconTexture = "HUD_all_lascannon_icon"
MapScale = "1.2"
HealthTexture = "HUD_kam_turret_icon"
GeometryName = "kam_prop_antiaircraft"
DestroyedGeometryName = "antiaircraft_chunk1"
MaxHealth = "4000.0"
BUILDINGSECTION = "TURRET1"
TurretNodeName = "aimer_y"
PitchLimits = "-30 20"
YawLimits = "-180 180"
PitchTurnFactor = "0.0"
FirstPerson = "com\comviewf;com_1st_cockpit_viewfinder"
ThirdPersonFOV = "65"
//WeaponName = "kam_weap_bldg_AAA_turret_cannon"
WeaponAmmo = "0"
//WeaponName = "imp_weap_fly_tiefighter_cannon"
WeaponName = "all_weap_turbolaser1"
MaxTurnSpeed = "3.8"
MaxPitchSpeed = "3.8"
PitchRate = "1.0"
TurnRate = "1.5"
PCMaxPitchSpeed = "3.0"
PCMaxTurnSpeed = "3.0"
EyePointOffset = "0.0 6.2 -8.3"
TrackCenter = "0.0 8.0 5.0"
TrackOffset = "0.0 -3.0 10.0"
TURRETSECTION = "TURRET1"
PilotType = "self"
Controllable = "1"
AutoFire = "1"
AimerNodeName = "aimer_x"
AimerPitchLimits = "-30 20"
AimerYawLimits = "0 0"
BarrelNodeName = "barrel1"
BarrelRecoil = "0.5"
FirePointName = "hp_fire1"
NextBarrel = "-"
BarrelNodeName = "barrel2"
BarrelRecoil = "0.5"
FirePointName = "hp_fire2"
TurretYawSound = "turret_whir_yaw_lp"
TurretYawSoundPitch = "0.7"
TurretPitchSound = "turret_whir_pitch_lp"
TurretPitchSoundPitch = "0.7"
TurretAmbientSound = ""
TurretActivateSound = "vehicle_equip"
TurretDeactivateSound = "vehicle_equip"
TurretStartSound = ""
TurretStopSound = ""
PilotPosition = "hp_main_gunner"
PilotAnimation = "drive"
FoleyFXGroup = "metal_foley"
DamageStartPercent = 50.0
DamageStopPercent = 30.0
DamageEffect = "vehiclespark"
DamageStartPercent = 30.0
DamageStopPercent = 0.0
DamageEffect = "smokeplume"
DamageAttachPoint = "hp_smoke_1"
////// Chunks //////////
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "antiaircraft_chunk2"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "explosion"
ChunkPhysics = "FULL"
ChunkOmega = "2.0 0.5 2.0"
ChunkBounciness = 0.4
ChunkStickiness = 0.25
ChunkSpeed = "8.0"
ChunkUpFactor = "2.00"
ChunkTrailEffect = "mediumsmoketrail"
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "antiaircraft_chunk3"
ChunkNodeName = ""
ChunkTerrainCollisions = "5"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 2.0 2.0"
ChunkSpeed = "14.0"
ChunkBounciness = 0.5
ChunkStickiness = 0.25
CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "antiaircraft_chunk4"
ChunkNodeName = ""
ChunkTerrainCollisions = "3"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "mediumsmoketrail"
ChunkPhysics = "FULL"
ChunkOmega = "3.0 1.0 2.0"
ChunkSpeed = "9.0"
ChunkBounciness = 0.3
ChunkStickiness = 0.45
ExplosionCritical = "bes_bldg_AAA_turret_exp"
ExplosionDestruct = "bes_bldg_AAA_turret_exp"
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Tue Mar 01, 2005 6:32 am
by Rends
Ok,
then it seems that AI is not capable doing tracking targets. AI also didn´t aim realy when flying vehicles.
But you can reduce the YawLimits = "-180 180" to let´s say -10,10 and place the gun into the trench
or reduce it to -60,60 and place it anywhere near the trench
Next i would play with the firerate, range and the overheat entries you find in the kam_weap_bldg_AAA_turret_cannon odf file.
RE: DEATH STAR: TRENCH v1.0 NOW AVAILABLE FOR DOWNLOAD
Posted: Thu Mar 03, 2005 6:34 am
by konicon
What do you suggest about the firerate, range and overheat? Shoot faster/slower? more range/less range?