I Wasnt...Oh... [word not allowed]. I must be more weary next time. Wait was I being sarcastic or was it him?
*WIP* Mygeeto: Storm
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Ateas
- phazon_elite
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Sorry if this is considered spam, as it's not intended to be.
How's it coming along so far? I haven't been around here for 3/4 of a week or so, and this topic grew pretty big!
I have one last question: Since I just remembered the UT-AT size problem again, What are the progress of the bridges?
Again, sorry if this is considered spam.
EDIT: Doh! Just missed the 300th post!
- EP-000782
How's it coming along so far? I haven't been around here for 3/4 of a week or so, and this topic grew pretty big!
I have one last question: Since I just remembered the UT-AT size problem again, What are the progress of the bridges?
Again, sorry if this is considered spam.
EDIT: Doh! Just missed the 300th post!
- EP-000782
- AceMastermind
- Gametoast Staff

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wider bridge section
I designed the wider bridge section to allow for the walker class to walk on the surface, however, hover vehicles will fall through, but this can be changed in the ODF.-Yock- wrote:did you guys remembered the basics of BF modding?
Almost shure that the at-te won't walk on the bridge...
Good Luck
- Epena
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Enigmas
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Hey Elmo, the progress to this point is really impressive, but I wanted to ask; are you thinking of adding in the LAATC with the AT-TE drop animations? I think it would be very fitting, while simultaneously explaining how the AT-TEs got onto the bridges to begin with.... also, it looks really cool, and although I've joined the GT looong ago, I've only just downloaded the tools and am now starting to get the hang of them... but I can't integrate the LAATC into any of my disgustingly n00bish maps, but I believe that it would fit into your map nicely!
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Elmo
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I think I'll go with a no vehicles (conquest mode) map at the moment. The Battle is perfectly chaotic as it is. I thought about the LAAT/c drop animation, but I don't think it would work very well. I don't want it dropping off a prop. (if it was a vehicle that would be another story)
The UT-AT will be in though.
The UT-AT will be in though.
- Maveritchell
- Jedi Admin

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FYI, it is a vehicle the animation drops off. You just need to do the correct .lua coding.Elmo wrote:I think I'll go with a no vehicles (conquest mode) map at the moment. The Battle is perfectly chaotic as it is. I thought about the LAAT/c drop animation, but I don't think it would work very well. I don't want it dropping off a prop. (if it was a vehicle that would be another story)
The UT-AT will be in though.
Dragonum wrote:create a new map and watch the animation.
and with the lua, you delete the atte prop at the time the atte prop hit the ground.
on the same place where the atte prop hit the ground you have to place a vehicle spawn point where a vehicle atte spawn at the same time the atte prop hit the ground.
this is what the lua does,but you have to create your own animation.
if you want to use this, try it and ask, if you have any question, i try to help.
- trainmaster611
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I don't think it would look good anywayMaveritchell wrote:Dragonum wrote:create a new map and watch the animation.
and with the lua, you delete the atte prop at the time the atte prop hit the ground.
on the same place where the atte prop hit the ground you have to place a vehicle spawn point where a vehicle atte spawn at the same time the atte prop hit the ground.
this is what the lua does,but you have to create your own animation.
if you want to use this, try it and ask, if you have any question, i try to help.
@Elmo: Have you got the source files for the UTAT yet?
- Maveritchell
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@ Trainmaster: Rather than highlighting the words that would seem to support your (rather incorrect) opinion, perhaps you should read the entire post. The parts about "deleting the AT-TE prop" and "replacing it with a vehicle spawn" are my favorite parts.
Sarcasm aside, Dragonum's LAAT-C animation is designed to work in conjunction with .lua scripting to make an animation and a vehicle spawnpoint integrate seamlessly. Really. Read it.
Sarcasm aside, Dragonum's LAAT-C animation is designed to work in conjunction with .lua scripting to make an animation and a vehicle spawnpoint integrate seamlessly. Really. Read it.
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t551
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Protector_Pulch
@Elmo: And if you dropped the AT-TE right into the bot battle? Nobody would ever notice that you can't drive it, since nobody can reach the bot battle. But since it actually drops a vehicle...the bot battle would even better with a firingAT-TE.
Anyway, the more modes we get, the better. So we should be lucky that there will be a mode including infantry only.
Anyway, the more modes we get, the better. So we should be lucky that there will be a mode including infantry only.
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Enigmas
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I just thought that slipping in that laat/C would make this map revolutionary, as modders have been working towards that since swbf 1, but now that its out, I'm kind of surprised that there's not too much interest in it...@Elmo: And if you dropped the AT-TE right into the bot battle? Nobody would ever notice that you can't drive it, since nobody can reach the bot battle. But since it actually drops a vehicle...the bot battle would even better with a firingAT-TE.
Anyway, the more modes we get, the better. So we should be lucky that there will be a mode including infantry only.
I think that this may have something to do with the lack of understating with regards to what the file actually would do. From what I understand, you add the lua to your map, then delete the AT-TE prop the moment in the animation that the AT-TE lands, then you just place an AT-TE vehicle spawn right where you deleted the prop.
But ultimately it's up to you Elmo, you could have it, as Pulch suggested, be dropped away from the player up on the bot-battle bridges, or you could have it dropped on the player-bridge during or at the start of the battle...
or you could not have it in there at all, but let me say, I think the excitement for this map would increase substantially if you would put in the Laat/c drop.
Also, I'm just a little confused about the different map types your including for this. you have an infantry only conquest, in addition to...
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Protector_Pulch
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- trainmaster611
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darthtrogsasea
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Protector_Pulch
DTS, you're right, a lack of challenges will instantly kill that game, but you happen to think balancing and having challenges are mutually exclusive. But that's not true.
One can perfectly create a map with the CIS dominating the one front, while the Clones keep overrunning the poor droids on the other one. If somebody wants a real challenge, he could choose to fight one the weaker front of his party. But after all, since both sides have their strengths, both sides are capacable of winning.
Sure, when playing extremly fast-paced games like Counterstrike (5 min are the maximum), a little imbalance will add a twitch to the match, but in battles of 1000 reinforcements, imbalance has to be suffered for a long time, and that's really frustrating.
One can perfectly create a map with the CIS dominating the one front, while the Clones keep overrunning the poor droids on the other one. If somebody wants a real challenge, he could choose to fight one the weaker front of his party. But after all, since both sides have their strengths, both sides are capacable of winning.
Sure, when playing extremly fast-paced games like Counterstrike (5 min are the maximum), a little imbalance will add a twitch to the match, but in battles of 1000 reinforcements, imbalance has to be suffered for a long time, and that's really frustrating.
