Battle Above Endor Map Announcement (Part 2) - By XWingGuy

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

Locked
Chris165
Chief Warrant Officer
Chief Warrant Officer
Posts: 356
Joined: Tue Apr 11, 2006 8:02 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Netherlands

Post by Chris165 »

the capital ships has turbolasers, is it also possible in your map to control 1 of those turbolasers?
I've seen turbolasers in a battle above coruscant map, but they were not able to control.
Protector_Pulch

Post by Protector_Pulch »

As to Engine destruction: It's not required to get lots of explosion and a lot of lightning. This would only cause massive lag:

We could also get a "danger of reactor overload - sealing sectors 4157 and 488C" message,and have some doors closing or some energy fields blocking hallways.
yoyam

Post by yoyam »

That makes more practical sense and im sure the players with low end rigs would appreciate it as well.
darthtrogsasea

Post by darthtrogsasea »

um x wing guy is it possibel to make cap ships "fly" useing a path or something lie that like the frigates in space mygeto
then if you destroy the enges mabey he ship will stop
Protector_Pulch

Post by Protector_Pulch »

No, this is impossible.
The Caps consist of many single parts which can't moved.
t551
General
General
Posts: 791
Joined: Sat Jul 16, 2005 3:23 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 t551 »

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.
Moving_Target
Master Bounty Hunter
Master Bounty Hunter
Posts: 1670
Joined: Sat Oct 22, 2005 10:16 pm
Location: Here

Post by Moving_Target »

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
Rebel Colonel
Posts: 604
Joined: Sat Apr 16, 2005 4:57 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 Chamboozer »

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?
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...
Ace_Azzameen_5
Jedi
Jedi
Posts: 1119
Joined: Sat Apr 23, 2005 8:52 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 Ace_Azzameen_5 »

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.
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.

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
General
Posts: 791
Joined: Sat Jul 16, 2005 3:23 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 t551 »

@ Moving_Target and Chamboozer:

Those vehicles are a different kind of situation, because they are modile command post. A capitol ship, despite it's appearance, is actually a collection of static or animated objects, so as to allow for areaportalling.
Moving_Target
Master Bounty Hunter
Master Bounty Hunter
Posts: 1670
Joined: Sat Oct 22, 2005 10:16 pm
Location: Here

Post by Moving_Target »

Awwww. Ok thanks 4 sorting that out.
Rekubot
Jedi
Jedi
Posts: 1080
Joined: Wed Apr 05, 2006 12:34 pm
Projects :: No Mod project currently.
Games I'm Playing :: Shadow Complex
xbox live or psn: Rekubot
Location: UK

Post by Rekubot »

And is there no way to group/merge the objects together in ZeroEditor?
t551
General
General
Posts: 791
Joined: Sat Jul 16, 2005 3:23 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 t551 »

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
Jedi
Posts: 1119
Joined: Sat Apr 23, 2005 8:52 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 Ace_Azzameen_5 »

Yes, you can use animation hierchies.

Further off topic: Maybe this topic should be split from this thread nad given it's own?
t551
General
General
Posts: 791
Joined: Sat Jul 16, 2005 3:23 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 t551 »

I should clarify, I was talking about actually merging the objects into one model, as opposed to grouping them.
Lord_Wyrven

Post by Lord_Wyrven »

I just thought of somthing for the destuction of the engines, if possible, could such an effect be triggered to brighten or blow out most of the interior and exterior lights? All that unused power from the engines has to go somewhere after all.
yoyam

Post by yoyam »

I think when you blow out the engines you are blowing out the parts that power the engines not the actual engines that move the ship. As for the idea, i think that would be cool. Prob hard to do tho.
Schizo

Post by 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
Sniper_eye
Rebel Warrant Officer
Rebel Warrant Officer
Posts: 306
Joined: Sun Apr 02, 2006 6:36 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Somewhere I should know
Contact:

Post by Sniper_eye »

Schizo 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
well somehow moving capital ships would be more realistic...but that's your opinion :)

Off-Topic: nice avatar. :o
Gunjak

Post by Gunjak »

I agree ^ but maybe you could just do moving capitol ships without interiors or spawn points , it would seem realistic and at the same time wouldnt be much of hassle.

btw good to be back 0.0
___
Locked