Page 1 of 3

W.I.P. Mustafar Space

Posted: Thu Mar 30, 2006 3:12 pm
by General_Furious
Two massive navies (Clone Wars) duke it out over the skies of Mustafar... Six capital ships on the Republic side, Six capital ships on the CIS side and additional CIS ships.

Each side has more than plenty turrets on each ship... fly into enemy territory and be dead within seconds... makes CTF a real challenge :twisted:

I need two/three parts to complete this map:

Blast doors for hangars (1-8 polygons)
-1 for each Republic Venerator
-2 for each CIS Cruiser

Coreship with an open hangar:
-The coreship model has closed hangars
-(I need an opening to put a republic sized hanger in there)

I need to know how to do a few things:

Spawn vehicles:
-how to change type of vehicle spawned

Set up wave attacks:
-bombers and fighters orbit around a fixed point, then when there are at least 8 bombers and 8 fighters in the orbit, the wave attacks the enemy ships: fighters attack turrets and protect from enemy fighters/scouts, and bombers attack critical systems/turrets
-I need to know how to set up this intricate attack structure and how to set the spacing for the formation (spacing needs to be wide to help reduce casualties from auto turrets)

Post screenshots
-(the whole process other than taking a screenshot)

What I need:
Blast doors for Capital ship hangars
Coreship with an open hangar

What I need to learn how to do:
Set up wave attacks
Post screenshots

Posted: Thu Mar 30, 2006 3:22 pm
by Stager00
There are blast doors in the assets for the hangers. The CORE ship you might be waiting awhile on..Ive been waiting for the same thing for a good while myself.

Posted: Thu Mar 30, 2006 3:27 pm
by General_Furious
Stager00 wrote:There are blast doors in the assets for the hangers. The CORE ship you might be waiting awhile on..Ive been waiting for the same thing for a good while myself.
Assets? I've been looking in the folders but never found it... Which folder is it in?

Posted: Thu Mar 30, 2006 3:31 pm
by Stager00
They are in the space assets/worlds/@#$/odf folder

Posted: Thu Mar 30, 2006 3:35 pm
by General_Furious
Ohh... Thanks... :D I was looking in the Assets/* folders

do you know how the whole vehicle spawning business works?

Posted: Thu Mar 30, 2006 5:51 pm
by General_Furious
The sooner I get an answer, the sooner you'll have a map :roll:

Posted: Thu Mar 30, 2006 6:53 pm
by MercuryNoodles
Make sure the lua calls for the vehicle under the ReadDataFile stuff, and add new vehicle spawn objects, or alter existing ones in ZeroEditor. The vehicle odf name (minus extension) goes in the field that appears on the right side of the screen when you select the vehicle spawn. There are recent threads on this in the modding section of the forum, so check there for more info.

Posted: Fri Mar 31, 2006 9:49 am
by General_Furious
Thanks... now all I need to know now is how to set up wave attacks and how to post screenshots...

My guess with the wave attacks would be a force buildup (bombers/fighters flying in an orbit until set times...2 min / 4 min) then flying off to attack the enemy capital ships... any Ideas on how to do that?

Posted: Fri Mar 31, 2006 11:56 am
by General_Furious
Hmm... I'm getting back to work... I'll report in on monday. Thanks guys! :D

-just increased the auto turret fire rate by a factor of 2... extra fun :twisted:

Posted: Fri Mar 31, 2006 1:41 pm
by Angarah
Auto Turrets make the map more frustrating than fun... you would be better off eliminating them altogether, just add lots of enemy ships. Dogfighting, baby!

Posted: Fri Mar 31, 2006 2:12 pm
by General_Furious
Angarah wrote:Auto Turrets make the map more frustrating than fun... you would be better off eliminating them altogether, just add lots of enemy ships. Dogfighting, baby!
Alright... you do have a point, I'll increase the fire rate by a factor of 4 and reduce the damage by 1/10th, that means extra flak effects during an attack run :)

Posted: Mon Apr 03, 2006 10:51 am
by General_Furious
everything but the paths are working.... NOOOOO!!!!
How can you force the flyers to follow paths that you set?
(they keep flying back into their hangars and crashing)

-finally succeeded in turning the republic ship auto turret fire to a nice deep blue

How do you get the munger to recognize files that you change?
-I've changed the scout flyers a bit, but can't play with the changes

Posted: Mon Apr 03, 2006 11:39 am
by theguarder
Did you follow theese steps when you made the flyer?

Posted: Mon Apr 03, 2006 4:54 pm
by General_Furious
Thanks... What about how to set paths that must be followed?

Posted: Mon Apr 03, 2006 5:20 pm
by xwingguy
I don't know but try to learn from the shipped map Hoth. (Speeder paths) In order to make an ai flyer land, I believe you need to use a hintnode.

Posted: Mon Apr 03, 2006 6:44 pm
by General_Furious
Alright... I'll try that... Thanks though, will check in later...

Posted: Tue Apr 04, 2006 10:35 am
by General_Furious
Yay! finally got a filefront account... will begin posting screenshots soon...

Posted: Tue Apr 25, 2006 5:53 pm
by General_Furious
I've got the heavy cannon fire to a nice indigo color, but lost the Anti-flyer artillery color (that was also blue)... what happened? :shock:

Posted: Tue Apr 25, 2006 6:06 pm
by (GT)superfobio
this map sounds gr8 so r the screenies coming soon

Posted: Tue Apr 25, 2006 6:28 pm
by General_Furious
I guess I should huh? I'm trying to get the object groups finalized before I start really creating the map.
(right now I'm studying for my final exams (mostly) need a wee bit of time off - so I'm modding)
What frustrates me is that I've lost half of the republic's cool factor when the autoturret fire went back to green... :cry: