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Re: The MOD/MAP Idea thread

Posted: Tue Mar 13, 2012 12:42 pm
by Slime615
Is it possible for you to change the weapons of a character as the Map progresses?

Re: The MOD/MAP Idea thread

Posted: Tue Mar 13, 2012 3:30 pm
by Dakota
CressAlbane wrote:Here's an idea: In a campaign mode, the player has a weapon that gets stronger/weaker as he gets more team kills. Light side/dark side affinity?

i thought of something like this before but the best i could come up with was a 10 level system based on points for exp. but i never got around to making a good map for it or really a good idea for the system.

it seems like a great idea if someone did it right.

if i'm guessing correctly though you don't mean a unit with points and levels, you mean a the weapon or unit getting stronger as it kills, if we figured out awards we could get a weak award to trigger per kill thus giving the effect but i doubt its possible with what we know so far. for the light/dark sides part i wouldn't know what to do, or maybe what exactly you mean.

Re: The MOD/MAP Idea thread

Posted: Tue Mar 13, 2012 4:41 pm
by kinetosimpetus
Hint: Lua can detect team kills, count, and manipulate health.

Re: The MOD/MAP Idea thread

Posted: Tue Mar 13, 2012 5:35 pm
by Slime615
Could we use the AWARD Weapon system maybe, to manipulate which weapons he gets?

I like the idea of a character starting off with a knife, or pistol, and eventualy gaining different weapons...

Didn't I see somewhere somone had worked out how to make people drop the weapons, that could be picked up and used by others?

Re: The MOD/MAP Idea thread

Posted: Tue Mar 13, 2012 5:53 pm
by Dakota
kinetosimpetus wrote:Hint: Lua can detect team kills, count, and manipulate health.

i see where you are going with this, at a certain amount of kills you could trigger a health boost but i don't see what to do with weapons unless you used the

SetClassProperty("TEAM_INF_CLASS","WeaponName","Weapon")

code and have the unit have an odf that has the other weapons already in it but have them all be the pistol or either not be selectable until the upgrade somehow. this may work for single player but would probably crash and burn in multiplayer as it does with weapon changing with units. also it would have to be a campaign with just one unit or it would upgrade the whole class (but i know theres probably a code to get around that part just for the player).

Re: The MOD/MAP Idea thread

Posted: Tue Mar 13, 2012 7:39 pm
by kinetosimpetus
Use OnObjectDamage to detect hits to units, and then something like

Code: Select all

SetProperty(unit, "CurHealth", GetObjectHealth(unit) - 50) --does fifty damage
to increase the damage where unit is the

Code: Select all

GetCharacterUnit()
of the object that is hit. idk if the player would get points on a kill made by the lua, maybe that could also be coded.

Re: The MOD/MAP Idea thread

Posted: Tue Mar 13, 2012 8:01 pm
by willinator
Perhaps one could make a single/multiplayer map based on the "gun game" feature in Call of Duty (Every time you get a certain number of kills with a certain weapon, you upgrade to the next level. Weapons range from a small pistol to some, lets just say heavy firepower :D )

Re: The MOD/MAP Idea thread

Posted: Fri Mar 16, 2012 8:17 am
by Webster27
I have a map idea, what about a D-Day map ? One team has a lot of turrets and defense walls, buildings etc. and the other team has to run up like a mountain and has to dodge the eniemy fire. XL would work great here. (I love to have the feeling that you are just one small soldier and there like an epic battle right beside you ) :P

Re: The MOD/MAP Idea thread

Posted: Fri Mar 16, 2012 8:29 am
by lucasfart
lucasfart wrote:This isn't a mod or a map idea, but its related to both. :P

I've just been playing through Skyrim, and on the Skyrim Nexus site, there's an official mod manager which allows for easy downloading and installing of mods and maps - it would be cool if someone made a similar app for bf2. The idea is that all mod / maps are shown in a list in the app, making it easier for people to download and install them, and then have an activate / inactive checkbox next to each map / mod title and description, as well as a total mission script count.

Of course, this is all totally unnecesary, and I do realise that most mods in Skyrim are more complex to install, but it would still be a cool idea to implement in BF2.....

Yes, I am OCD....
While we're on the topic of Skyrim, what about a retexture/remap mod? There are stacks of people in the Skyrim community who've retextured just about everything in game, and I was thinking it might be cool for someone to have a shot at that, or if not that even just adding bump/detail/spec/every other map there is to most of the textures....that would be cool. :)

Re: The MOD/MAP Idea thread

Posted: Fri Mar 16, 2012 8:49 am
by THEWULFMAN
lucasfart wrote:While we're on the topic of Skyrim, what about a retexture/remap mod? There are stacks of people in the Skyrim community who've retextured just about everything in game, and I was thinking it might be cool for someone to have a shot at that, or if not that even just adding bump/detail/spec/every other map there is to most of the textures....that would be cool. :)

Sounds familiar...



As part of Evolved/Battlefront 3 I'll eventually try and update all maps visually. RogueKnight has done most of Kamino and I've done most of Mos Eisley.

Re: The MOD/MAP Idea thread

Posted: Fri Mar 16, 2012 8:56 am
by lucasfart
That'll be awesome! Are you updating just the texture maps, or are you replacing all/most of the actual textures? Either one would be awesome....Can't wait for you to finish this....Are you gonna release them individually, or as one massive mod?

Re: The MOD/MAP Idea thread

Posted: Fri Mar 16, 2012 9:00 am
by THEWULFMAN
lucasfart wrote:That'll be awesome! Are you updating just the texture maps, or are you replacing all/most of the actual textures? Either one would be awesome....Can't wait for you to finish this....Are you gonna release them individually, or as one massive mod?

It depends. Sometimes I use brand new HD textures (see picture of Mos Eisley in provided link), sometimes I add new HD textures and bump, sometimes old textures with specular or bump, etc. It all depends on what needs to be improved and what needs to be replaced altogether.

Evolved will have maps released separately, and you can pick and choose which ones you want to use. Battlefront 3 will take longer and they won't be released anytime soon.

Re: The MOD/MAP Idea thread

Posted: Fri Mar 16, 2012 1:35 pm
by Dakota
Webster27 wrote:I have a map idea, what about a D-Day map ? One team has a lot of turrets and defense walls, buildings etc. and the other team has to run up like a mountain and has to dodge the eniemy fire. XL would work great here. (I love to have the feeling that you are just one small soldier and there like an epic battle right beside you ) :P

i thought someone already made a D-day map last year.

Re: The MOD/MAP Idea thread

Posted: Fri Mar 16, 2012 1:36 pm
by Webster27
Dakota wrote:
Webster27 wrote:I have a map idea, what about a D-Day map ? One team has a lot of turrets and defense walls, buildings etc. and the other team has to run up like a mountain and has to dodge the eniemy fire. XL would work great here. (I love to have the feeling that you are just one small soldier and there like an epic battle right beside you ) :P

i thought someone already made a D-day map last year.
Really !?? :faint: do you know, who ?

Re: The MOD/MAP Idea thread

Posted: Fri Mar 16, 2012 1:50 pm
by Dakota
no i just remember seeing it on filefront when i was uploading a mod.

Re: The MOD/MAP Idea thread

Posted: Fri Mar 16, 2012 2:34 pm
by Webster27
Ok, I'll have a look :mrgreen:

Edit: I had a quick look, but I didn't download it, because I could see in the pictures that the most props were just the Hoth ones and not even re-textured. And besides, I'm thinking of doing that map :D

Re: The MOD/MAP Idea thread

Posted: Fri Mar 16, 2012 2:47 pm
by AQT
I'm quite certain Dakota was referring to icemember's Designated Days map, which is essentially a Star Wars version of D-Day because the map you are referring predates Dakota's time on Gametoast and SWBF Files.

Re: The MOD/MAP Idea thread

Posted: Fri Mar 16, 2012 3:07 pm
by Dakota
yep thats the map.

Naboo: Gungan Underwater city ?

Posted: Tue May 08, 2012 2:34 pm
by R2SS
Okay im in first stages of attempting to make the gunagn underwater city thats shown in the phantom menace. Ive always loved the concept of it and want peoples thoughts on whether it will be a difficult task to make as a mod/map ?

Re: Naboo: Gungan Underwater city ?

Posted: Tue May 08, 2012 6:19 pm
by yuke5
This is the wrong forum to be posting this in man. :(

You may want to check out this thread where you can post your map ideas.

forums/viewtopic.php?f=25&t=17425&start=920

That being said, I think that an underwater map would be difficult to make. You may want to try to find some mod maps that take place underwater, like Mav's Aqualaris map.

http://starwarsbattlefront.filefront.co ... n_01;95549

If you want to make an underwater map, it would require a lot of custom props. You would need to develop lots of skills in modeling, skinning, and mapping. That being said, most of the things you need to learn how to map, model and skin can be found below:

The FAQ:

forums/viewtopic.php?f=27&t=13806

The Modeling FAQ:

forums/viewtopic.php?f=36&t=14465

Fierferk's Battlefront 2 modding tutorial:

http://starwarsbattlefront.filefront.co ... ial;106441

I hope all this was helpful.