Page 53 of 72
Posted: Sun Jun 25, 2006 9:54 am
by Rockwind
I SO CAN'T WAIT FOR THIS MAP. Destructable capital ships sound the best though. That would be so great. I would like then to collide into each other or something or is that too hard?
Posted: Sun Jun 25, 2006 9:55 am
by stealth#a$$a$in{bf2}
Welcome to GT Rockwind....enjoy your stay.
Posted: Sun Jun 25, 2006 10:09 am
by yankeefan05
xwingguy wrote:That's wookieepedia for ya.
Off-Topic: Another 1 who likes wookiepedia. "Thats 2". These wookies must be really smart. lol.
Posted: Sun Jun 25, 2006 10:46 am
by Tohron
About the TIE fighters/TIE interceptors - have you ever considered reducing their HP and making them more agile to compensate? TIE bombers have decent armoring (over 3 times as much as a TIE fighter) but the other two fighters tended to get shot down with only one hit.
Posted: Sun Jun 25, 2006 10:52 am
by Rockwind
Oh yeah cause in the movies tie fighters die easy but they attack in HUGE numbers. Oh and could u make it so the x wings and stuff fly in formation instead of them flying around like they don't know how to fly.
Posted: Sun Jun 25, 2006 11:19 am
by xwingguy
There's some Squadron Formation in the programming but I'm not sure why it never happens in the game.
SquadronFormation = "Box-form" //x wing
SquadronFormation = "Line-Form" //y wing
SquadronFormation = "Tri-form" //tie fighter
SquadronFormation = "Box-form" //tie fighter
Posted: Sun Jun 25, 2006 11:39 am
by Rockwind
Hmmm intresting. U should try it out in the map
Posted: Sun Jun 25, 2006 12:13 pm
by xwingguy
It's already there. The Squads are coded into the fighter's odfs
Posted: Sun Jun 25, 2006 12:56 pm
by Chamboozer
maybe its the // that make it not work
Posted: Sun Jun 25, 2006 1:31 pm
by xwingguy
.....................dude I put that in there to tell you which one it corrosponded to.
each of the lines is found in a seperate odf (except for the tie fighter which has 2.)
Posted: Sun Jun 25, 2006 1:37 pm
by Chamboozer
lol ok. Maybe the // is not the answer then...
Is there a way to make a critical system be destroyed by destroying either of 2 objects?
For example u can destroy either of 2 computers inside a ship to blow up the life support
Posted: Sun Jun 25, 2006 2:22 pm
by Rockwind
Is possible to make the capital ships or frigates slowly move around the map?
Posted: Sun Jun 25, 2006 2:44 pm
by Chamboozer
Why don't we add some killer clowns dancing on top of big shiny balls and shooting lock-on acid ice-cream with Fallout Boy as the background music?
becuse he would have to do some major file editing, and we would have to get new models and animations, this would take a lot of time and effort. besides, clowns dont really fit in this era.
Posted: Sun Jun 25, 2006 2:51 pm
by xwingguy
Chamboozer wrote:For example u can destroy either of 2 computers inside a ship to blow up the life support
Yes, like so:
LinkedCriticals = LinkedDestroyables:New{ objectSets = { {"InternalCriticalSystem1"}, {"InternalCriticalSystem2"}, {"ExternalCriticalSystem"}} }
LinkedCriticals:Init()
Frigates can be animated to move but capitols cannot because all the important junk (regions, spawn points, ai planning) associated with the capitols cannot move at all.
Posted: Sun Jun 25, 2006 3:07 pm
by Chamboozer
heh i just figured that out when i was testing my map didnt get back soon enough to tell ya. i have an idea about moving cap ships. we need to get one sealed non - command post capitol ship and animate it to move,
Posted: Sun Jun 25, 2006 3:09 pm
by WaylandJr
Don't forget that players inside wouldnt move either, they would just slide to the back of the cap ship and probally die... to make a capital ship move it would have to be moving pretty fast to even look like it is moving slowly due to the size of everything so players would probally also fall through the ships mesh into space as well.
EDIT: for the post above- that wont work either as the exteral critical systems ect. wouldnt move properly unless you used a skydome model of a ship (the one you see on various ground map when you look up) which are very low res.
Posted: Sun Jun 25, 2006 3:24 pm
by Chamboozer
Then dont include critical systems, or make them props
Posted: Sun Jun 25, 2006 4:07 pm
by Wadi
Chamboozer wrote:
Why don't we add some killer clowns dancing on top of big shiny balls and shooting lock-on acid ice-cream with Fallout Boy as the background music?
becuse he would have to do some major file editing, and we would have to get new models and animations, this would take a lot of time and effort. besides, clowns dont really fit in this era.
He was being sarcastic.
Posted: Sun Jun 25, 2006 4:24 pm
by vaders_Legion
We Need FLYABLE FRigits it will make the map so fuckin fun i mean the frigs will even have positions
Posted: Sun Jun 25, 2006 5:09 pm
by Moving_Target
I dont completely understand your post Vaders_Legion but me and MasterSkywalker already have Frigates flyable. It's up to Xwingguy to decide if he wants to add them. Im stilling working on them. One reason Xwingguy may not add them because them may not a purpose in his map. If you want to flyable frigates here's the link
http://www.gametoast.com/index.php?name ... =5486[url]