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Posted: Thu Aug 17, 2006 5:45 am
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.
Posted: Thu Aug 17, 2006 10:56 am
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.
Posted: Fri Aug 18, 2006 4:04 am
by yoyam
That makes more practical sense and im sure the players with low end rigs would appreciate it as well.
Posted: Fri Aug 18, 2006 10:55 am
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
Posted: Fri Aug 18, 2006 12:04 pm
by Protector_Pulch
No, this is impossible.
The Caps consist of many single parts which can't moved.
Posted: Fri Aug 18, 2006 12:19 pm
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.
Posted: Fri Aug 18, 2006 12:34 pm
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?
Posted: Fri Aug 18, 2006 12:35 pm
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...
Posted: Fri Aug 18, 2006 12:57 pm
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.
Posted: Fri Aug 18, 2006 1:40 pm
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.
Posted: Fri Aug 18, 2006 1:42 pm
by Moving_Target
Awwww. Ok thanks 4 sorting that out.
Posted: Fri Aug 18, 2006 1:52 pm
by Rekubot
And is there no way to group/merge the objects together in ZeroEditor?
Posted: Fri Aug 18, 2006 4:01 pm
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.
Posted: Fri Aug 18, 2006 4:16 pm
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?
Posted: Fri Aug 18, 2006 4:32 pm
by t551
I should clarify, I was talking about actually merging the objects into one model, as opposed to grouping them.
Posted: Fri Aug 18, 2006 11:19 pm
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.
Posted: Fri Aug 18, 2006 11:27 pm
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.
Posted: Sat Aug 19, 2006 3:30 am
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
Posted: Sat Aug 19, 2006 9:57 am
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.

Posted: Sat Aug 19, 2006 12:35 pm
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
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