Speederbike Stunts

Post everything from general questions, to modding questions, to map WIPs to releases. (SWBF1 only)

Moderator: Moderators

Post Reply
eddie
Gametoast Supporter
Gametoast Supporter
Posts: 366
Joined: Mon Oct 18, 2004 3:27 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Speederbike Stunts

Post by eddie »

Some people have asked me to make speederbike stunts map, so
here it is. I do not understand the point of this map bur who am I
to argue.


Image

Download:

http://www.gametoast.com/modules.php?op ... tit&lid=47
theguarder

Post by theguarder »

had been cool if you make the armour of the bikes stronger...
KingCobra

Post by KingCobra »

Hey eddie, I tried playing it and the game crashed. Then I tried it in SPTest, and this was in the error log:

Message Severity: 2
.\source\LuaCallbacks_IFace.cpp(4144)
Unable to open movie file (null)\Data\_lvl_pc\movies\SBS7.mvs

Message Severity: 2
.\source\LuaCallbacks_IFace.cpp(4290)
Unable to find movie segment 0x03636b58 properties


Message Severity: 2
.\source\LuaCallbacks_IFace.cpp(4290)
Unable to find movie segment 0x03636ad8 properties


Message Severity: 3
.\source\LuaScript.cpp(523)
OpenScript(SBS7a): script (655d6d41) not found

Message Severity: 3
.\source\GameState.cpp(804)
Could not open MISSION\SBS7a.lvl

Message Severity: 3
.\source\GameState.cpp(823)
Could not open mission SBS7a
eddie
Gametoast Supporter
Gametoast Supporter
Posts: 366
Joined: Mon Oct 18, 2004 3:27 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by eddie »

I just download, install and played it myasekf. Try to download again.

It is just map of speederbikes jumping around, so If you do not play it do not worry you will not miss much.
Azkahar

Yeah

Post by Azkahar »

I agree with theguarder, the bike just blow up the moment you go over the jumps. You should (if possible) make them like Jedi Academy speederbikes, which take a lot more bashing.
DethMetal

RE: Yeah

Post by DethMetal »

Or take out the collision damage entirely, this is a stunt map after all.
Phoenix_Avatar2

RE: Yeah

Post by Phoenix_Avatar2 »

plz? This sounds kinda fun.
eddie
Gametoast Supporter
Gametoast Supporter
Posts: 366
Joined: Mon Oct 18, 2004 3:27 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by eddie »

Well, someone should guide me since I did not change existing vehicles ever, so guide away...
DethMetal

Post by DethMetal »

Hmmmmm, I looked through the "imp_hover_speederbike.odf" where I found under the "////////COLLISION\\\\\\\" some damage properties (also, right above that I found a lovely health counter). So first I tried deleting the damage properties entirely, well when I started the map it said it could not find the .odf for the speederbike! So I put the damage properties back in and tried just changing the health counter, but again it said it could not load the .odf! So what I'm thinking is that it won't let you change the .odf's at all (or you have to change another file which I haven't found yet ><.

So I think I'll hop on over to fred's forums and see if there's anything there about this...
eddie
Gametoast Supporter
Gametoast Supporter
Posts: 366
Joined: Mon Oct 18, 2004 3:27 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by eddie »

I think, in order not to play with original speederbike, first I have to move its properties and stuff in ModID folder or something, changing its properties in common folder will afect all other maps I have during compile time, which I do not want.

So Step one is to have local speederbike. Is this true?!?
Saturn_V
Emperor's Hand
Posts: 487
Joined: Sun Dec 26, 2004 12:11 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Post by Saturn_V »

Yes, a local speederbike is required to be able to change its' attributes.

I followed fred's sides tutorial and made an add-on side that consists of a modified speeder bike (I increased the health to combat speeder level). I tested that in a map, and made a ramp jump that was 50 units high - I took the jump and survived with about half damage.

I then made a fresh mod, and used the compiled side level to spawn a stunt bike in the new mod ( thanks for the tip, fred! ).

I can post the compiled side level if anyone is interested ( it's a 530kb Zip file ) and instructions. You can then add the stunt bike to your mod by copying the compiled Side folder and making a simple change to your mission lua. This method should work, but I need someone to test it. If it works, it could open up the game to all kinds of stunt bike or pod race type maps, where you can share bike mods in very small download files.

If anyone is interested, please reply in this thread.

Here's a pic of the big jump:
http://www.saturnlabs.net/The_Lab/stuntbike.htm

Regards,
Saturn5
eddie
Gametoast Supporter
Gametoast Supporter
Posts: 366
Joined: Mon Oct 18, 2004 3:27 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by eddie »

Saturn, since a lot of people like this map for some reason, can you take over and make a new speederbike map. I am busy and not have time at all for anything for next couple of weeks.

I just find time to see what is going on on gametoast.
Saturn_V
Emperor's Hand
Posts: 487
Joined: Sun Dec 26, 2004 12:11 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

Post by Saturn_V »

Yes, no problem mate. I'll field questions about stunt speeder bikes and maps in this thread.
DethMetal

Post by DethMetal »

I'd certainly be interested. I never thought of the new side thing, I was trying to edit the existing "IMP" speederbike, I'll have to try that when I get home.

My suggestion for further maps would be to completely remove vehicle fall damage (if possible, still checking) but still make it so you can blow up the vehicle with weapons. Of course I'd recommend that for all maps, but that's just the old Halo: PC vet talking ;):P
User avatar
guru
Jawa Admin
Jawa Admin
Posts: 2390
Joined: Thu Oct 14, 2004 8:45 pm
Projects :: swbf 1 vanilla
Games I'm Playing :: any mobile rpg

Post by guru »

Anakin races anyone, lol. Would be fun though, not non destroyable but very tough vehilces then race them on a course map. Woohoo.
KingCobra

Post by KingCobra »

I've thought about that actually. I don't think I could do it, but if very tough, fast vehicles were made, then the teams could both start at non-takeable command posts, and race to the only neutral one on the far side of the course. Then the taking time to get control could be around 1 second, and the opposing teams troop bleed off once it is captured could be really high so that getting to the command post is basically an instant win. The whole point would be to just get to the command post as fast as possible.
Post Reply