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Making new BF1 Space Map: Battle of Endor
Posted: Wed Mar 11, 2009 7:10 pm
by wookieejedi
I have recently learned to map and how to make objects into destrucable cps, so I am tryig to put destructable cruisers next to each other put lots of fighter son them, script it well and add lots of turrets and other destrucalt eobjects, and maybe a tunnel for the 2cd death star.
Any body have any other contributions?
Re: Making new BF1 Space Map: Battle of Endor
Posted: Thu Mar 12, 2009 11:37 am
by UNIT33
Have you ported objects from SWBF2? If not, that will save you some time.
Re: Making new BF1 Space Map: Battle of Endor
Posted: Tue Mar 17, 2009 1:16 am
by redgroupclan
Will this Battle of Endor map be aligned with the movie?
I tried making a movie Battle of Endor map and all the objects were moved into positions I didnt put them in when I played the map.

Re: Making new BF1 Space Map: Battle of Endor
Posted: Sun Mar 22, 2009 4:50 pm
by UNIT33
Have you seen the map on Filefront ?
http://files.filefront.com/END+SPACEzip ... einfo.html
I think it's quite old, I hope the author won't mind me providing the link.
As you can see it was geared toward online play as the Bot routes are messy,
although I have seen the same problem with the CWSM.
Re: Making new BF1 Space Map: Battle of Endor
Posted: Sun Mar 22, 2009 5:00 pm
by YTF
As the author, I don't mind at all. It's actually about six months old, and I was still learning stuff like AI pathing, but I will be releasing an updated version sometime in the future.
And I agree with UNIT, SWBF2 space objects are best. ^_^
Re: Making new BF1 Space Map: Battle of Endor
Posted: Sun Mar 22, 2009 5:19 pm
by giftheck
Ah, yes. Use SWBF2 objects. But, since "Assault" cannot be done in SWBF, do it so some CPs are captureable. And have the A-Wings and B-Wings for the Alliance too.
Re: Making new BF1 Space Map: Battle of Endor
Posted: Sun Mar 22, 2009 7:07 pm
by redgroupclan
YTF wrote:As the author, I don't mind at all. It's actually about six months old, and I was still learning stuff like AI pathing, but I will be releasing an updated version sometime in the future.
And I agree with UNIT, SWBF2 space objects are best. ^_^
When will you be releasing an updated version? I want to play that map where the AI know what to do. So far Ive been having them get in a ship with me, I drive to the enemy capital, then jump out and they fly and shoot on their own for awhile.
Offtopic: Oh woah! I just noticed your name, YTF=Yoda the Froggy! Hey froggy, its pilot |:D
Re: Making new BF1 Space Map: Battle of Endor
Posted: Sun Mar 22, 2009 7:57 pm
by YTF
Hey, Pilot. I was wondering if you would notice xD
I don't know exactly when I'll be releasing the updated version, but it'll definitely take some time to solve the AI problems and such.
Re: Making new BF1 Space Map: Battle of Endor
Posted: Tue Mar 24, 2009 4:31 pm
by hypshadowthehedgehog
if possible, throw in just one millenium falcon. Make it pretty powerful and give it plenty of health and tons of seats. Give the imperials some specialized advanced tie fighter thingys. Those will act as the "hero" units (although you wouldn't be able to turn them off)

sounds cool. I'll dl it when u post it
Re: Making new BF1 Space Map: Battle of Endor
Posted: Tue Mar 24, 2009 7:30 pm
by wookieejedi
well in order to have a lot of cruisers I used domes and made them destructable with very little insides, anyway it looks good and you cann't land in a ship but no one did in the movie anyway
so I can path well but if anyone wants to help me wiht ideas or better pathing and moving I would really appreciate as this is a large project for one person to take
I so far have one MC and one SD right next to eachother loaded with guns so I am slowly getting there
again any help would be awesome
Re: Making new BF1 Space Map: Battle of Endor
Posted: Tue Mar 31, 2009 10:16 am
by wookieejedi
well the fighters fight but no one gets in the turrets, i even set the lua to stay in turrets any ideas?
Re: Making new BF1 Space Map: Battle of Endor
Posted: Sat Apr 04, 2009 7:25 am
by giftheck
Don't know.
Check the asset's release forum, I completed and released the assets for my fighters. They're also on SWBF Files (soon)
Re: Making new BF1 Space Map: Battle of Endor
Posted: Sat Apr 04, 2009 2:44 pm
by wookieejedi
sorry i meant no one gets in the aa grounded turrets
Re: Making new BF1 Space Map: Battle of Endor
Posted: Sat Apr 04, 2009 3:27 pm
by UNIT33
Grounded turrets? What kind of turrets? Do you mean the SWBF2 turrets on the ship? Or have you added some of the ones from Bespin platforms? Also where have you put these turrets?
Re: Making new BF1 Space Map: Battle of Endor
Posted: Sat Apr 04, 2009 4:07 pm
by wookieejedi
i couldn't get the bf2 turrets in game so i used the bespin ones, and the turrets are located right next to where the ai spawn inside the ships but no one gets in them, (the turrets can fire from the inside of the ship out)
Re: Making new BF1 Space Map: Battle of Endor
Posted: Sat Apr 04, 2009 6:00 pm
by UNIT33
(the turrets can fire from the inside of the ship out)
How did you manage that in the first place,
perhaps if you edited that in the script you may have accidentally messed with AI commands?
Re: Making new BF1 Space Map: Battle of Endor
Posted: Sat Apr 04, 2009 8:52 pm
by wookieejedi
i took the dome models of the bf2 cruisers, made them command posts and have collision properties, then placed platform in the cruisers, and the guns, cps and paths and fighters, but i did not do any script editing on the guns
Re: Making new BF1 Space Map: Battle of Endor
Posted: Wed Apr 15, 2009 6:33 pm
by EA711
You know how in stwbf2 on the space maps were you enter the auto turret control room, you can sit in those seats that control the turrets on the outside of the ship can this be done in swbf1?
Re: Making new BF1 Space Map: Battle of Endor
Posted: Wed Apr 15, 2009 6:47 pm
by jango
i doubt it cuz most likely they didnt have that kind of class in swbf1. ill have 2 test it on the space map that im working on.
Re: Making new BF1 Space Map: Battle of Endor
Posted: Thu Apr 16, 2009 4:44 am
by EA711
If you can't get turrets to work, instead of just not having any or non working ones you could have the destoryed version, like they have been blow up by bombers and/or badly damaged.
edit:Also this may be a bit crazy but you could have the turrets as command posts were only 1 unit can spawn therefore he will enter the turret and control it.