Battle Above Endor Map Annoucement
Moderator: Moderators
-
Razorpig
-
Chamboozer
- Rebel Colonel

- Posts: 604
- Joined: Sat Apr 16, 2005 4:57 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
2_lowiq_clone
-
Chamboozer
- Rebel Colonel

- Posts: 604
- Joined: Sat Apr 16, 2005 4:57 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
busterkinkade
On the single player game...
On the single player game a holocron from one of the CIS ships has to be taken to a republic ship, and when you land and get out of the ship it is still fine, I have tried modifying the landing region so that the flag doesn't go hay- wire when you land with it on the ship but nothing so far has suceeded so I suggest you just study the scripts for the campaign space maps.
-
xwingguy
RE: On the single player game...
I believe that works because you picked up the holocron as infantry. When you pick up a flag as a flyer the behavior changes.
Yes, the campaign scripts are by far my savior in making this map. They contain some very useful tricks and functions not mentioned by the documention.
Yes, the campaign scripts are by far my savior in making this map. They contain some very useful tricks and functions not mentioned by the documention.
-
busterkinkade
RE: On the single player game...
Yeah, if all else fails you can get the infantry to get the flag from the enemy bridges I guess.
-
Protector_Pulch
-
AlPhA29
Maybe xwingguy could put three different modes with different amount of points to win...say hard medium easy...hard will need more points to win like around 500, medium will need like 300 points and easy around 200??RevanSithLord wrote:
P And rack up to 300 score to win the map.
This reminds me of something - Xwingguy, did you already find out how to increase point limit for assault ?
-
Blackdutchie
-
Rockwind
-
Blackdutchie
- jangoisbaddest
- Lieutenant General

- Posts: 661
- Joined: Mon Feb 27, 2006 12:10 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: All Along The Watchtower
That's awsome. I was hoping it was going to have something to do with boarding the Cap ships. However, this seems pretty complex - I mean, how are the AI going to be smart enough to land back in their hanger to return the flag to their base? I mean certainly it will be fun for humans, but AI are a large part of what makes the game more intense and number - realistic. I mean sure, you could have AI inside the ships, and AI flying around, but how are you going to combine the CTF behavior with taking off and landing, etc?xwingguy wrote:Ok, I don't know why but I feel like I can go ahead and tell you about my secret ctf mode. And yes, I do realize that this is totally incorrect in star wars history but it's gonna be sooo fun.
1) Goal of the ctf mode: Vaporize the enemy fleet using the death star (yes, star destroyers can be vaporized too)
2) What does the flag have to do with it?
The flag is a targeting beacon for the Death Star
3) Where do I take the flag to score?
The reactor core
4) Anything else?
Yes, here's a list
-transports enabled in ctf
-all criticals are still destructable
-boarding party cps are still capturable
-you can't capture a capitol in this mode
-the capitols are indestructable except via death star
-You've got 1 minute to escape the ship
-No pics yet because I haven't finished scripting it. It is for a fact possible to do though.
-You copy my idea, I hunt you down
-
=AOX=Durge
- Command Sergeant Major

- Posts: 259
- Joined: Sun Jul 02, 2006 7:38 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Slim Jimian Jungle

