Aldura Campaign (Update 1/15)

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Grev
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Re: Aldura Campaign

Post by Grev »

Ok, then I at least think reskin it a bit more, because I dont think it fits. I think it stands out too much. And whered you get the model btw?
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Re: Aldura Campaign

Post by Sky_216 »

@Eggman: Nice Speeder wreck. Maybe attach a small smoke column too it? Didn't realise it was a wreck BTW.
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Re: Aldura Campaign

Post by Caleb1117 »

Skyhammer_216 wrote:@Eggman: Nice Speeder wreck. Maybe attach a small smoke column too it? Didn't realise it was a wreck BTW.
Yes, good idea.
The speeder looks really cool, it seems to fit enough, and would make a nice peice of cover.

If that model doesn't have a hardpoint to attach an effect to, or it's at a lame spot, use Lord bandu's holocron model.
It has a hard point , and the model is soooo small, it will hide easy in about any model, then you can attach smoke tio it, and place it where you want.
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Re: Aldura Campaign

Post by ryukaji »

Or if you have the BF1 assets I use the object i think its called like kas1_torchlight.... but its invisible and it works good
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Re: Aldura Campaign

Post by Eggman »

EraOfDesann wrote:Another suggestion I have is to add a rubble or some kind of dirt terrain underneath the destroyed buildings to make it more realistic, because it seems sort of strange that the buildings wouldn't have their own flooring and logically rubble within the buildings would collapse and fall down into the foundations.
I'd been hoping to retexture some of the dock pieces to use the Rhen Var building floor textures instead of the snow ones, but I can't really add many more objects now. When I realized that, I considered just applying the floor texture to the terrain, but then it does some blending at the edge, so it wouldn't look too good. I can see if there's a way in ZeroEditor to adjust the amount of blending at the edge though, or find a texture that would make for a good transition between the stone street and the floor. As for adding rubble inside, there already is some, it probably just can't be seen in the screenshots.

Edit: I just came across Acemastermind's edited battledroid models, so next time I work on the sides I'll add them in.

Edit #2: I added campaign mode to the instant action menu. It doesn't have any objectives in it, so right now it just plays like conquest mode, but it's at least playable.

Edit #3: I got the first objective up and running! Yay! 8)

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Grev
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Re: Aldura Campaign

Post by Grev »

Thats soo cool!!!!

Man I wish I had MY computer..... so I could work on my campaign too....
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Re: Aldura Campaign

Post by JPI Dictator4life »

Awesome! I cant wait for this map.
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Re: Aldura Campaign

Post by {501st}Commander_Appo »

Cool
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Re: Aldura Campaign

Post by Eggman »

The second and third objectives are added in now. Right now I'm planning three more objectives. The first two of these should be pretty simple since they follow the same conventions as the previous ones (enter this region, capture that cp kind of stuff). As long as I have tomorrow afternoon free, I should be able to get objectives 4 and 5 out of the way. However, the final objective will take a bit longer to do, since it involves spawning some auto-piloted enemy vehicles and establishing flight paths for them to follow, which is something I have yet to learn how to do.
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Re: Aldura Campaign

Post by Grev »

Paths are simple. Pm me and I can very easily explain how to add paths for vehicles.
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Re: Aldura Campaign

Post by Maveritchell »

Grev wrote:Paths are simple. Pm me and I can very easily explain how to add paths for vehicles.
You'll want flyer splines, which aren't the same as pathing (they're not difficult, but they aren't quite as simple as pathing).
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Re: Aldura Campaign

Post by Grev »

Wait, cant flyers follow flyer paths? In the paths section, you can change paths so only flyers go on them.
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Re: Aldura Campaign

Post by Eggman »

I didn't word that perfectly. I've actually done flyer splines before, it's mostly just some of the new scripting I'll need to figure out and unforseen problems I'm sure to encounter with doing something new that might make it take longer than just an afternoon. Anyway, I'm off to work on the 4th and 5th objectives now, so I should have an update on that sometime within the next few hours.

Edit: 4th and 5th objectives are working now, but I'll need to do some extra scripting to control the reinforcement counts and unit counts, primarily for the CIS. Although in testing the objectives do indeed work properly, they're very near impossible to complete at the moment simply because there are too many enemies shooting at you.

Edit #2: I worked a bit more on objectives 4 and 5, and they're now possible to complete. Although they still aren't in their ideal form, I'm going to start work on the last objective and once that's done, I'll go through and polish all of the objectives to work perfectly.

My tentative schedule for this map:
-Perfect objectives
-Finish sides
-Figure out what to do with the map and stay within the object limit
-Release! (I'll probably release a beta, take a week or two to fix up whatever issues are found or adjust a few things for my own satisfaction, then release a final version)

Hopefully the final version will be ready by June 22, because that's when I'm leaving for five weeks for a summer program I'm going to at a college. If it's not ready by then...well, it'll just have to wait until August :? . I have about a week, maybe a bit more, between the end of school and when I leave, so as long as I keep up the pace I'm on right now and have most of that week or so free, I should easily make that deadline.
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Re: Aldura Campaign

Post by Grev »

Lets hope you finish it before the program! Im back on my comp so I wil be scripting as well! Good luck dude!
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Re: Aldura Campaign

Post by Eggman »

Just a bit of a small update: The last objective is about halfway complete. I figured out how to get the three flyers involved with it to take off at the right time, but they're being stubborn about following the paths I set up. Usually one of them will start off on the correct path, but then branches off and flies around in circles while the others just slam into the back of a building.
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Re: Aldura Campaign

Post by Sky_216 »

Very impressive work Eggman, specially getting campaign objectives...
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Re: Aldura Campaign

Post by Grev »

Yeah! This is a lot of stuff to put in your first map (presuming its your first map)...

Im still trying to figure it all out.... :?
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Re: Aldura Campaign

Post by Eggman »

Grev wrote:Yeah! This is a lot of stuff to put in your first map (presuming its your first map)...

Im still trying to figure it all out.... :?
It'll be the first map I release. I've gone through loads of half-finished maps trying to figure out how everything works. The idea for this particular series has been kicking around in my head for a really long time, though, and has gone through a lot of changes. Originally it was going to take place during the time of Phase II clones and start off with a space map as the Republic tried to break through the blockade of the planet (after I finish the main maps of the series I'm thinking of making some spin-off maps, so I might revive this map and just make it with ships and units from earlier in the war). I got about 50% done with that map over the summer, then the .wld file got corrupted somehow and I couldn't fix it. After that, I put the idea on the shelf for a while, then a few months later I got the itch to start it again. I started with this map originally using the Naboo assets, but I decided I didn't like it, so I scrapped it. At that point I got a little frustrated and decided to give up on making a series. One idea for a map though, the one that'll be the next map in this series, I was still attached to, so I started work on it to just be an independent map. I got around 75% done with that one, and decided to take another stab at making this map. This time I used the Rhen Var assets, and I just dived right into it, and it's turned out better than I would have expected. So yeah, that's my long-winded explanation of the history of this series. :faint:

Edit: I have the flyers following paths now without crashing. After a bit of tweaking with the paths, all that should be left with this objective is to add a turret so you can blow the flyers out of the sky. When that's done, I think I'll post a sort of a slideshow of the objectives (that could be anywhere from a day or two from now to over a week, as the idea of me having any real amount of free time over the next two weeks to devote to this is laughable).

Also, does anyone know how to disable the conquest function that causes the victory timer to activate once all the command posts are captured? All I can think of is adding in a "dummy" command post that's controlled by the CIS but has no spawn paths. Only problem is that it would show up on the mini map.
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Re: Aldura Campaign

Post by Grev »

In the campaign, when you tell AI what to do, tell them not to capture one base, or not to capture any. Or just some.... :P Nice job!

Ive gotten campaign, but I cant seem to get it to show up. I have the script, and Im getting it, but the mode isnt showing up... :cry:
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Re: Aldura Campaign

Post by Eggman »

There are still a few kinks to work out, but the basic framework for the objectives is done. Here's the layout for the objectives:

Objective 1: Heavy anti-aircraft fire has forced the gunships to land off shore. Make it to the beach alive.
Hidden/Spoiler:
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Objective 2: A gunship has crash landed on the beach. Check for any survivors.
Hidden/Spoiler:
Image
Objective 3: The CIS has established a strong defensive line along the edge of the town. Assault the position and capture it.
Hidden/Spoiler:
Image
Objective 4: The main line of defense has been broken. Contain the CIS forces in the plaza area.
Hidden/Spoiler:
Image
Objective 5: Destroy the last of the CIS forces and capture the plaza.
Hidden/Spoiler:
Image
Objective 6: Several droid starfighters have breached the air defenses. Destroy them to complete the conquest of the town.
Hidden/Spoiler:
Image
Hidden/Spoiler:
Image
Edit: Added screenshots

Also, I added Acemastermind's OOM and security droid models to the CIS side. My plan for this weekend is to do a bit of work in Zeroeditor to add in barriers and maybe some hint nodes to make the AI act a little more intelligent.
Last edited by Eggman on Sat Apr 26, 2008 1:38 pm, edited 1 time in total.
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