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Re: JimmyAngler's modding Q & A's
Posted: Thu Nov 14, 2013 6:40 am
by Anakin
yes would be nice to test
About the falcon just coping the files won't do it. You also need to edit the map in Zero and add the falcon.
Re: JimmyAngler's modding Q & A's
Posted: Thu Nov 14, 2013 8:56 am
by JimmyAngler
yes I added it in zero already, but still no falcon.
Do you wanna test without it?
Re: JimmyAngler's modding Q & A's
Posted: Thu Nov 14, 2013 8:59 am
by Anakin
Jeah why not
Re: JimmyAngler's modding Q & A's
Posted: Thu Nov 14, 2013 10:33 am
by JimmyAngler
here ya go.
http://www.mediafire.com/download/5kgrk ... 8MS%29.zip
any comments and suggestions are accepted.
Remember this is my first map!!!
Ok so I tried to just put a little crate stack in the death star but that didn't show up either!
Is there a special way to edit a shipped map?
Note: this is not the final version, just basic.
I will try to add the Millennium falcon and tie fighters later after I find out how.
Is there any way to make ai more accurate?
Re: JimmyAngler's modding Q & A's
Posted: Fri Nov 15, 2013 9:59 am
by Anakin
So just play your map.
There are a few things:
The readme.txt: It's Anakin not Aniakin
Now about the gameplay:
You should have a look at the localize, again. So After BFII is an internation game there are more languages than english. Nobody expect from you to know all languages, but you should take the time to add the english names to the other languages, too. For me there is no text
HUD: Your greandes habe no HUD for the All.
The All Weapons are a bit overpowered. I mean one shot to kill everything??
I really like the idea of an movie close map. But i don't think this map is suited for conquest mod.
You could make a whole new Map with different flats, so the map comes closer to the Movie, Or you make a new campaign for the death star map.
Of cause it's hard to make a Map with just 4 units, but you maybe can add some All soldiers to the prison where you can free them, or something like that, but 4 overpowered units are not that great. Also you maybe can add different weapons to the All because all have the same, except Chewie, who has no grenade. For me there is no reason to play Chewie and i think the otheres will think the same.
After all it's nice to see some new deffs here with Great ideas and for a first map you did a really good job, but there are still things you can do on this Idea
==EDIT==
forgot something. you have a award weapon problem. So if i get the award weapon, or even have it and scroll down it crashes the game. So you need to remove the award from the weapon odf or add the award weapon to your map.
Re: JimmyAngler's modding Q & A's
Posted: Fri Nov 15, 2013 11:37 am
by JimmyAngler
Thank You for your comments. I didn't know about all the different localize languages.
As for the grenade HUD, how do I get it in the game? I have the all_detonator_icon in my msh.
Conquest, Yes I really wanted to do that, but how? Is there a tut?
The one shot kill IS a bit much, but it was like that in the movie. Maybe i'll change it to two or three shot kill.
Is there any possible way to make the AI more accurate?
Edit: Is the award for the all or imps? I removed the awards for the all.
Re: JimmyAngler's modding Q & A's
Posted: Fri Nov 15, 2013 12:15 pm
by Anakin
As for the grenade HUD, how do I get it in the game? I have the all_detonator_icon in my msh.
cannot say much about this. I also have some HUD Icon problems for my mod. when i find a way i'll tell you
Conquest, Yes I really wanted to do that, but how? Is there a tut?
ähm you DID the conquest mod.
The one shot kill IS a bit much, but it was like that in the movie. Maybe i'll change it to two or three shot kill.
would be better. than you still can kill with one (head)shot
s there any possible way to make the AI more accurate?
i think there is, but i haven't done it jet. Weapon justification is more bobs or Acaelus thing
Edit: Is the award for the all or imps? I removed the awards for the all.
had the problem with the all
Re: JimmyAngler's modding Q & A's
Posted: Fri Nov 15, 2013 12:21 pm
by JimmyAngler
my bad, its how do I do a Campaign.
And my all don't ever get award guns I disabled it. I don't know why that would happen.
Re: JimmyAngler's modding Q & A's
Posted: Fri Nov 15, 2013 2:12 pm
by Anakin
For campaign i think there are tuts. Have a look at the faq or search for scripting.
The award weapon. Where did you disabled it?? Only in the unit's odf or also in the weapon odf?? You have to edit both.
Re: JimmyAngler's modding Q & A's
Posted: Fri Nov 15, 2013 2:39 pm
by JimmyAngler
Yeah I don't have anything referring to an award weapon in any unit's and weapon's odf.
Good Job getting the Jedi High Council Rank too
Edit: nope, couldn't find any completed tuts for a campaign.
I got the mission scripting tool too but couldn't figure it out. Do you want to direct someone to me to help? Also, I can't change the command post teams on the death star.

Re: JimmyAngler's modding Q & A's
Posted: Sat Nov 16, 2013 6:22 am
by Anakin
http://www.gametoast.com/forums/viewtop ... =27&t=9323
So here is a tutorial for missin scripting.
I think you could ask Maveritchell for help at the scripting. He made a great job with his Dark Times mod and the Rebel Ops mission I to III.
Re: JimmyAngler's modding Q & A's
Posted: Sat Nov 16, 2013 11:34 am
by JimmyAngler
Ok maybe i'll ask him.
I did try to just copy the campaign from the original game scripts and added campaign in the addme LUA.
I doesn't work though.

Is there anything else I need to do?
Re: JimmyAngler's modding Q & A's
Posted: Sat Nov 16, 2013 1:21 pm
by Anakin
i really have no idea about campaign
Re: JimmyAngler's modding Q & A's
Posted: Sat Nov 16, 2013 1:35 pm
by JimmyAngler
:0 really? Ok. what about making new objects?
Re: JimmyAngler's modding Q & A's
Posted: Sat Nov 16, 2013 4:24 pm
by AQT
Re: JimmyAngler's modding Q & A's
Posted: Sat Nov 16, 2013 4:38 pm
by JimmyAngler
0_0 ok maybe i'll stick to other things... (That's complicated)
Re: JimmyAngler's modding Q & A's
Posted: Sat Nov 16, 2013 5:56 pm
by Anakin
It's not that hard if you really try it. I tryed me on this, too, but always failed at the export to msh with textures

Re: JimmyAngler's modding Q & A's
Posted: Sat Nov 16, 2013 8:46 pm
by JimmyAngler
Hmm I gues I could take a stab at it.
Edit: oh no, it costs money. I won't by it if it costs money. not unless I could make some money out of modding.

Re: JimmyAngler's modding Q & A's
Posted: Sat Nov 16, 2013 10:07 pm
by Marth8880
Re: JimmyAngler's modding Q & A's
Posted: Mon Nov 18, 2013 9:07 am
by JimmyAngler
sweet thanks, now I just have to watch some tuts on how to do it.
Edit: ok well I got into it and made a basic object like a wall with stairs. Every time I try to save it says could not save disk is not writable.
Did I do something wrong?
I also cannot merge the poly. mesh.