Battle Above Endor Map Announcement (Part 2) - By XWingGuy
Moderator: Moderators
-
Chris165
- Chief Warrant Officer

- Posts: 356
- Joined: Tue Apr 11, 2006 8:02 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Netherlands
-
Protector_Pulch
-
yoyam
-
darthtrogsasea
-
t551
- General

- Posts: 791
- Joined: Sat Jul 16, 2005 3:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Moving_Target
- Master Bounty Hunter

- Posts: 1670
- Joined: Sat Oct 22, 2005 10:16 pm
- Location: Here
Can you explain then why the AT-TE and the AT-AT and the MTT can move and spawn? Is it because it moves so slow? Also would giving the cap ship the ummmm... properties? or the AT-TE or AT-AT would allow it to move and spawn units? Or will the same thing happen where the units are slammed against the wall?
-
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
the reason that the troopers dont slam against the wall in an ATTE or MTT or ATAT is because they dont spawn inside it, they spawn outside...Can you explain then why the AT-TE and the AT-AT and the MTT can move and spawn? Is it because it moves so slow? Also would giving the cap ship the ummmm... properties? or the AT-TE or AT-AT would allow it to move and spawn units? Or will the same thing happen where the units are slammed against the wall?
-
Ace_Azzameen_5
- Jedi

- Posts: 1119
- Joined: Sat Apr 23, 2005 8:52 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
A moving cp with spawn points insted of a pathcould be used, and a large set of regions along the path of movement would work for regions, some of which could be activated de/activated as the cp moves.t551t551 wrote:No, the cap ships can't be moved, the problem lies in the fact that the spawn paths and regions can't be moved, and also, any troopers that managed to spawn inside the ship would be slammed against a wall, since troopers don't stick to ZE animations.
The sliding thing is tough, theres got to be a way, though. If the Cap ship moves slow enoough, or mostly upward, then it might not be to bad.
-
t551
- General

- Posts: 791
- Joined: Sat Jul 16, 2005 3:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Moving_Target
- Master Bounty Hunter

- Posts: 1670
- Joined: Sat Oct 22, 2005 10:16 pm
- Location: Here
-
Rekubot
- Jedi

- Posts: 1080
- Joined: Wed Apr 05, 2006 12:34 pm
- Projects :: No Mod project currently.
- xbox live or psn: Rekubot
- Location: UK
-
t551
- General

- Posts: 791
- Joined: Sat Jul 16, 2005 3:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
That would require the original XSI scenes and a copy of XSI foundation, which, in itself, is not a gargantuan obstacle, and I believe that at one point in time, xwingguy was considering having someone make him capitol ship vehicles. However, this map needs areaportals, and there is no way of applying those to vehicles.
-
Ace_Azzameen_5
- Jedi

- Posts: 1119
- Joined: Sat Apr 23, 2005 8:52 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
t551
- General

- Posts: 791
- Joined: Sat Jul 16, 2005 3:23 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
Lord_Wyrven
-
yoyam
-
Schizo
Personally, I don't think the moving capital ships thing is a good idea. They should just stay where they are. And if you did make the capital ships move, you wouldn't need to just worry about unit spawn points, but vehicle spawn points and all that jazz as well. Just not worth the effort in my opinion.
Off-Topic: New avatar. :O
Off-Topic: New avatar. :O
-
Sniper_eye
- Rebel Warrant Officer

- Posts: 306
- Joined: Sun Apr 02, 2006 6:36 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
- Location: Somewhere I should know
- Contact:
well somehow moving capital ships would be more realistic...but that's your opinionSchizo wrote:Personally, I don't think the moving capital ships thing is a good idea. They should just stay where they are. And if you did make the capital ships move, you wouldn't need to just worry about unit spawn points, but vehicle spawn points and all that jazz as well. Just not worth the effort in my opinion.
Off-Topic: New avatar. :O
Off-Topic: nice avatar.
-
Gunjak
