W.I.P. LAAT/C

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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RevanSithLord
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Post by RevanSithLord »

Hmm...that actually doesn't sound too bad. There's a good question. I second that.
drummerzoid1

Post by drummerzoid1 »

yeah but for a beta you could test it, also atte's didn't actually spawn people in the first place, you could have a bunch of passenger spots?
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Post by RevanSithLord »

:o Keep talkin'! I fancy your ideas lol
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Post by Epena »

Mini, were there even bombs in BF1?

And don't say that it runs on the same engine. Because it's not entirely true. The BF2 engine has been upgraded a bit, to allow things such as, say saber throw.
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Post by jangoisbaddest »

Actually, there were bombs in BFI - the Y - Wing and TIE Bomber on certain levels like Bespin: Platforms carried them.

I think drummerzoid has some pretty good ideas, and they're worth investigating. I don't know exactly how useful this would be in a map, but I'm sure the creative minds we have on gametoast will think of something ;)
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Post by Qdin »

I've thought of the LAAT Animation to carry the vehicles too myself, but you MUST remember, that it WILL require that you LOCK the ATTE PERFECTLY :o

but maybe messing with some of the scripts - maybe adding new buttons and such - will help? :o
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Post by Epena »

Ah, that's right, Jango. I knew there were some somewhere, just couldn't think of any.. :P
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Post by Teancum »

Guys, here's the facts:

-Carrier doesn't work, so the first choice is out
-Bombs won't work because bombs are ordnance. Ordance either disappears or explodes when it hits something. So the ATTE would either have to disappear or explode when it hits something. You can't create a new ATTE when the ordnance explodes, and even if you could, bombs don't detatch from the mesh, they are created from a hardpoint. That means that the ATTE wouldn't detach when you dropped a bomb.
-The LAAT/c's were never meant to be player controlled, even in Clone Wars. The followed a VERY specific path to a 'vehicle pad' and once it touched the vehicle pad object it would detach the ATTE.


The only slight chance we would have is to have them AI controlled and scripted. Then we could use Procedural Animation (in ZeroEdit) to move both the ATTE and the LAAT/c together along a predifined path, once they reached the 'landing zone' the ATTE's path would finish and the LAAT/c would continue it's pre-defined path by taking off and flying away. BUT, even then, ATTE's are CommandWalkers, which means the AI will try to spawn from them as they fly in and will fall to the ground and die.

The fact of the matter is that carriers are such a special class that there's just no good way to duplicate it.
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Post by Jawa_Killer »

yep thats what we thought.....but now theres a new problem...u cant animate vehicles in ZE.........! now maybe knows a trick on that?
drummerzoid1

Post by drummerzoid1 »

simple animation like moving up and down, left to right, spinning and so fourth. In object mode go to the button that says animate
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Post by Dragonum »

drummerzoid1 wrote:simple animation like moving up and down, left to right, spinning and so fourth. In object mode go to the button that says animate
yes, but you CANT animate, vehicles that have animations.
thats the problem
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Post by Teancum »

You can trigger animations via LUA I think, but the reality is that it just won't work. We could create LAAT/Cs as just regular flyers, but not as any sort of carrier.
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Post by Qdin »

yes - you can trigger animations for an 'object' in the .lua.

let's see if there are more ideas we could come up with..?
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Post by PvtParts »

And if you place the vehicle odf straight out of the sides folder it will still spawn and be useable, but also appear 'as is' ingame in your zeroedit. The one problem with this is that the vehicle does not spawn.


I think a good concept for this is this:

Make the LA-AT/c a command flyer. When it lands, it has a spawnpoint, but in this case the spawnpoint references vehicles. (possible?) so a vehicle spawns when it is landed. Or you could attach a vehicle spawn to the laat/c, that way it will spawn when its landed (vehicle spawns have a 'flight ceiling' right - they only work if under a certain height?

Now the La-at/c would use simple animations, that make the at-te disapear while landed, and appear as soon as in flight. this way you wouldnt see them clip eachother.

Yet another idea would be to make the at-te an ai in itself - similar to the gunships seen throughout the campaign. It would spawn via the same method mentioned above.


And even if none of this works, id still like the vehicle for an laat/c


Off Topic: anyone know how to make normally non-homing weapons homing? I mean so they target an object, lock on, and home in like space fighter missles. Ive searched and seen references, but no one in actuallity has been able to recreate this for an otherwise dumb weapon.
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Post by minilogoguy18 »

you guys dont get it, you cant do this, if it were possible they would have included it in the game because both BF games run on a modified zero engine which was used for the clone wars game and the code for the LAAT/C was completely cut from the game.
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Post by Teancum »

Thank you
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Post by minilogoguy18 »

your welcome :P

maybe theyll beleive us more if we get psych0fred and PAN-Fnord to tell them personally...
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Post by RevanSithLord »

no, we believe you, we're just trying to think of ways get something to work. I know that no one here will give up trying. :? atleast I hope.
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Post by Dragonum »

minilogoguy18 wrote:
maybe theyll beleive us more if we get PAN-Fnord to tell them personally...
sorry, but this is a joke, i dont believe we see any of the PAN guys again :roll:
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Post by RevanSithLord »

lol
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