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Posted: Sat Jun 17, 2006 12:24 am
by xwingguy
Explosion stuff is still in theory. (It involves a explosion domino effect which makes it 10x easier to script.)
I don't know about the ai count thing. It would change the infantry but the automated fighters I've created would be unaffected since their coded into zero-editor.
Hopefully, the lag won't be bad once I finish this map. Unlike Stager00's map, I have the option of adding portals and sectors. So you don't need to "see" the inside while you're on the outside.
RE: Re: RE: Battle Above Endor Map Annoucement
Posted: Sat Jun 17, 2006 12:27 am
by AlPhA29
are the heavy turrets usable or is it auto??
RE: Re: RE: Battle Above Endor Map Annoucement
Posted: Sat Jun 17, 2006 12:31 am
by xwingguy
(thinks to self...)
Heck why not both?
I believe that I can allow a temporary human override.
Posted: Sat Jun 17, 2006 12:39 am
by Protector_Pulch
Teancum wrote:My only thing is that if you're gonna use the Tantive IV halls, darken the textures. White just isn't very Imperial.
xwingguy got the Deathstar interiors working, didn't he ?
So don't worry.
And, xwingguy, the day you announce that you cancel this map, will be the day of painful torment

Posted: Sat Jun 17, 2006 12:40 am
by Lord_Wyrven
Just a question: Will the AI land the landing craft in the enemy hangar or will the player have to do that?
PS: Have you decided where to put the command bridge?
Posted: Sat Jun 17, 2006 12:42 am
by DeathRow
Good Question Wyrven, most AI go into the enemy hanger but keep flying the ship and then it crashes...
Posted: Sat Jun 17, 2006 12:50 am
by xwingguy
I've learned from Pandemics mistakes:
1) They forgot to put a Landing hint node in the hangars
2) Reason why ais crash the transports after you land them is because the flyer spline that originates in the hangar isn't deep enough for them to see.
That command bridge. I'm looking into that elevator concept.
Posted: Sat Jun 17, 2006 5:57 am
by Silent_Decimator
ohh, glad to hear that, it would be hard walking up to the bridge of the star destroyer on foot.
but if i remember right, if you have(or gonna make) the command bridge on the ISD. you don't actually need to lay it to that top thingie that is locatet between the shield orbs.
in the movies/sertain games there are an command bridge located in the middle, right under wot SWBF2 call commandbridge, it's small, but a room might be possible, and with elevators, you don't need all those stairs to get there.
one question.
are you going to make a window on the command bridge that we can see through? that would be nice(if you haven't made it already)
i say that elevator thingie is briliant, i downloaded it and tried and they worked, when i understood the concept.
off topic(i love writing long chunky texts....not).
Posted: Sat Jun 17, 2006 7:52 am
by Protector_Pulch
I think xwingguy planned to use Polis Massa windows.
I've got an idea concerning the bridges. When a certain event occurs (bridge system is destroyed,a certain console is hacked/destroyed )everbody on the bridge is sucked out into space and dies because of the fall. I think force push can throw people out of the bridge.
Posted: Sat Jun 17, 2006 10:04 am
by SWBF
I don't see why push could throw you out. If it is the windows from poliss massa, then the windows will be solid. You can't push people out in that map. (That I know of)
Posted: Sat Jun 17, 2006 10:19 am
by yankeefan05
TIP: When AI and u go into the enemy hanger in a transpot (GCW or Republic hanger) make sure all AI r out b4 leaving the ship so the transport can be the CP in the hanger.
Posted: Sat Jun 17, 2006 11:40 am
by delta_602
euh mon cal we all know that. dont want to sound offending but we all knew that since the beginning.
good idea xwingguy
maybe you can let them dissapear like the bothans with there incinerator rifle or you can let them explode like a battle droid lol
Posted: Sat Jun 17, 2006 11:41 am
by xwingguy
The sucked out thing would be waaaay too buggy. I was just going to engulf the room in explosions.
Posted: Sat Jun 17, 2006 11:53 am
by (GT)superfobio
xwingguy wrote: I was just going to engulf the room in explosions.
LOL XD
Posted: Sat Jun 17, 2006 1:08 pm
by Tohron
xwingguy wrote:The sucked out thing would be waaaay too buggy. I was just going to engulf the room in explosions.
Also, after the bridge is destroyed, you could add those Mygeeto forcefields across all corridors leading to the bridge, so that nobody can head back there after it's been destroyed.
Posted: Sat Jun 17, 2006 1:34 pm
by MartinK
Or maybe you could put rocks*, or sth else that blocks the way to the bridge, instead of making forcefields
* I don't mean rocks that don't have anything in common with the map, im talking about (for ex) fallen parts of the bridge that block the way.
Posted: Sat Jun 17, 2006 1:41 pm
by 2_lowiq_clone
I do like the idea of being sucked out, but it would take ages to hit the ship again. so I think a bunch of killer explosions would do the trick.
Posted: Sat Jun 17, 2006 3:12 pm
by Posthuman1313
xwingguy wrote:The sucked out thing would be waaaay too buggy. I was just going to engulf the room in explosions.
lol would hate to be in there at the time. :twisted: But I agree with Tohron & MartinK; if it isnt blocked off, somethin will definitely go wrong...
Posted: Sat Jun 17, 2006 3:29 pm
by xwingguy
Don't worry I thought of that a looong time ago.
Posted: Sat Jun 17, 2006 4:16 pm
by xwingguy
Here's an update on the hallways of the Cruiser:
Red = turbolaser
Blue = remote turret
Green = capturable cp
Yellow = Critical system
