Battle of Teth (B'omarr Monastery)
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- Delta-1035
- Sith Master

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Re: Battle of Teth (B'omarr Monastery)
Awesome, just like the film. 
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Darth_Spiderpig
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Re: Battle of Teth (B'omarr Monastery)
- Hawk
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Re: Battle of Teth (B'omarr Monastery)
It looks loke the film. Very good! 
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ForceMaster
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Re: Battle of Teth (B'omarr Monastery)
Thanks guys!
One question: someone know that is possible "kill" and "respawn" objects from the sky dome? the objects that the .sky file calls ingame. I mean: an LUA function killing an object like this
so, is possible?
One question: someone know that is possible "kill" and "respawn" objects from the sky dome? the objects that the .sky file calls ingame. I mean: an LUA function killing an object like this
Code: Select all
KillObject("skydomeobjectname")
RespawnObject("skydomeobjectname")-
Darth_Spiderpig
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Re: Battle of Teth (B'omarr Monastery)
Good question.
My advice: Try it out.
My advice: Try it out.
- DarthHamster
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Re: Battle of Teth (B'omarr Monastery)
Oh man, this is looking incredible! Keep up the amazing modding.
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ForceMaster
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Re: Battle of Teth (B'omarr Monastery)
kill dome objects not work...
but, I 'm thinking about the random sky code (Skyhammer_216), can be loaded other sky dome model ingame? I.E. load an new sky after the map beggins. I only want to add and sunset / dusk to the mission.
but, I 'm thinking about the random sky code (Skyhammer_216), can be loaded other sky dome model ingame? I.E. load an new sky after the map beggins. I only want to add and sunset / dusk to the mission.
- Eggman
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Re: Battle of Teth (B'omarr Monastery)
Unfortunately, I don't think the sky can be changed mid-game. You can only load one sky at the beginning of the match, and you can't adjust it's properties during the mission.ForceMaster wrote:kill dome objects not work...![]()
but, I 'm thinking about the random sky code (Skyhammer_216), can be loaded other sky dome model ingame? I.E. load an new sky after the map beggins. I only want to add and sunset / dusk to the mission.
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Master_Ben
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Re: Battle of Teth (B'omarr Monastery)
Try making an invisible (transparent) skydome, and place the skydome you want as an actual object ingame. You can kill/respawn them for sure.
- Sky_216
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Re: Battle of Teth (B'omarr Monastery)
ForceMaster wrote:kill dome objects not work...![]()
but, I 'm thinking about the random sky code (Skyhammer_216), can be loaded other sky dome model ingame? I.E. load an new sky after the map beggins. I only want to add and sunset / dusk to the mission.
yes you can load a new sky and new lighting partway through. The second skydome has to be smaller than the first (scale it with a msh.option file). Load it the same way as a random sky but load it part way through the mission.
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ForceMaster
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Re: Battle of Teth (B'omarr Monastery)
OMG!!!!Skyhammer_216 wrote: yes you can load a new sky and new lighting partway through. The second skydome has to be smaller than the first (scale it with a msh.option file). Load it the same way as a random sky but load it part way through the mission.
Skyhammer_216 wrote:WeatherMode = math.random(1,3)
weather()
Then put this function between load and init.
function weather()
if WeatherMode == 1 then
ReadDataFile("dc:AMI\\sky.lvl", "cloud")
elseif WeatherMode == 2 then
ReadDataFile("dc:AMI\\sky.lvl", "clear")
elseif WeatherMode == 3 then
ReadDataFile("dc:AMI\\sky.lvl", "rainy")
end
end
Ok, how I can manage the code?
I need that the sky change after an objective, so i have an idea how do that but I'm not sure about that:
first i need this lines in the LUA, right?
Code: Select all
WeatherMode = math.random(1,3)
weather()Code: Select all
Objective1.OnComplete = function(self)
function weather()
if WeatherMode == 1 then
ReadDataFile("dc:THT\\sky.lvl", "sunset")
I guess the sky (in world1 folder) go loaded by default when you start the game right? or I need add it by a code in LUA? Many thanks again
- Filipinio
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Re: Battle of Teth (B'omarr Monastery)
nice work so far ForceMaster
cant wait fir the release
cant wait fir the release
- Freestalker.fr
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Re: Battle of Teth (B'omarr Monastery)
The Venator have 8 heavy turbo battery turrets and 2 medium turbo canon.

And look the opencircle fleet badge.

And look the opencircle fleet badge.
- lucasfart
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Re: Battle of Teth (B'omarr Monastery)
@ forcemaster: unless you want it to randomly change skies halfway through i would suggest skipping out the random part of the script. Just add in the ReadDataFile line and i'm pretty sure it will work fine. The math.random and all the rest is for randomly choosing a sky, and i'm sure you just have one in mind that you want to change it to....
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ForceMaster
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Re: Battle of Teth (B'omarr Monastery)
I tried without these code, only put this....lucasfart wrote:@ forcemaster: unless you want it to randomly change skies halfway through i would suggest skipping out the random part of the script. Just add in the ReadDataFile line and i'm pretty sure it will work fine. The math.random and all the rest is for randomly choosing a sky, and i'm sure you just have one in mind that you want to change it to....
ReadDataFile("dc:THT\\sky.lvl", "tht_dusk")
...under the OnComplete part of my current objective.
the red part is my sky.lvl, the blue part is one of my skyes in the sky folder.
And I make the sky folder with the new skyes and the respectives .req. then delete the LightName line of the .WLD file.
When the objective is complete the game crash... and I have not Sky and light from the begin
- lucasfart
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Re: Battle of Teth (B'omarr Monastery)
Did you add the "tht_dusk" line to the sky.req?ForceMaster wrote:I tried without these code, only put this....lucasfart wrote:@ forcemaster: unless you want it to randomly change skies halfway through i would suggest skipping out the random part of the script. Just add in the ReadDataFile line and i'm pretty sure it will work fine. The math.random and all the rest is for randomly choosing a sky, and i'm sure you just have one in mind that you want to change it to....
ReadDataFile("dc:THT\\sky.lvl", "tht_dusk")
...under the OnComplete part of my current objective.
the red part is my sky.lvl, the blue part is one of my skyes in the sky folder.
And I make the sky folder with the new skyes and the respectives .req. then delete the LightName line of the .WLD file.
When the objective is complete the game crash... and I have not Sky and light from the begin
I'm pretty sure your error is a slight mistake in the sky.lvl, not the ReadDataFile line.....
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ForceMaster
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Re: Battle of Teth (B'omarr Monastery)
yes sir, I have the req file correct, otherwise i can have an .req error.
I have tested every sky per separated, I have 3 diferent skyes: "tht_sunset" , "tht_dusk" and "tht_night", everyone with diferent meshes and lighting files.
Do you have tried add it?
I have tested every sky per separated, I have 3 diferent skyes: "tht_sunset" , "tht_dusk" and "tht_night", everyone with diferent meshes and lighting files.
Do you have tried add it?
- lucasfart
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Re: Battle of Teth (B'omarr Monastery)
I have succefully used it in about 3 maps, all worked perfectly. This may seem like a stupid question but have you got a custom .sky file for each? if you just have a lighting file, it won't load any skies from that. The lightig file only loads lighting, not skydomes/meshes. Also for rain/fog and other effects, use the .fx file.
could you post all relevant reqs(sky.req, skyname.req) and the relevant .sky file for your map if you have one. also make sure that in your sky's .req it has this line:
REQN
{
"sky"
"whateversky's.reqnameis"
}
could you post all relevant reqs(sky.req, skyname.req) and the relevant .sky file for your map if you have one. also make sure that in your sky's .req it has this line:
REQN
{
"sky"
"whateversky's.reqnameis"
}
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ForceMaster
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Re: Battle of Teth (B'omarr Monastery)
Thanks dude! finally it works! even can be added using a timer, just make sure you do not have more than 10 objects (or SkyDomes) in its skies. I explain: if you load a sky early in the game and this has 3 Skydomes, you only have room for 7 more on that later charged, including spheres or semi spheres of skys.
Well, this is an new ventress model That I 'm making for this map, the released asj.lvl is crashing my game (I do'nt know why
),




It have two versions, without cloth and clothed.
Well, this is an new ventress model That I 'm making for this map, the released asj.lvl is crashing my game (I do'nt know why
It have two versions, without cloth and clothed.
- CommanderBacara/CC-1138
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Re: Battle of Teth (B'omarr Monastery)
awesome FM
!!!!!!!!!!!! 
