Afghanistan: Village [Alpha PMs sent out]

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

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What Species/Gender whatever would you prefer for the Separatist Captain?

Poll ended at Thu Apr 05, 2012 9:07 pm

Tusken Raider
1
6%
Trandoshan
0
No votes
Human (Specify)
2
12%
Gungan
2
12%
Weequay
1
6%
Aqualish
6
35%
Imperial Naval Officer
2
12%
Duros
1
6%
Mandalorian
2
12%
Other (Specify)
0
No votes
 
Total votes: 17
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MawDrallin
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Re: Afghanistan: Village [Basic Unit Sides Update]

Post by MawDrallin »

ARCTroopaNate wrote:Thanks, got it working. Now there are less roads and there is a lot more dirt! :lol: Yes, the technicals will have an MG as their only weapon. It will be good against Air and Light Ground Targets.
Great, I can't wait to see pictures of all these :P
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Re: Afghanistan: Village [Basic Unit Sides Update]

Post by Marth8880 »

Agh, could you please put those images in hide tags? When they aren't, I have to use 400% the amount of data when browsing on my smart phone. Thanks.
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Re: Afghanistan: Village [Basic Unit Sides Update]

Post by ARCTroopaNate »

Sorry about that, will fix.
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Re: Afghanistan: Village [Basic Unit Sides Update]

Post by ShadowWing »

Nice idea! This is like the first fully real world map that I've seen.

There's another real world-ish type map on filefront; it's commandos (with real weapons) vs zombies. It may be a good place to draw ideas from. The link is:

http://starwarsbattlefront.filefront.co ... ult;102411
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Re: Afghanistan: Village [Basic Unit Sides Update]

Post by AcaelusThorne »

Sides look great till now :wink:
And your idears for your modern era sound cool too.
When I was you though I would take outt one mini-gun from the Black Hawk and instead make a co-pilot that can fire rockets (not much mayby 4 or something like that). Also You can mayby let the passagers use there own weapons in the now open door. (Sniping from a flying Black Hawk would be awesome 8))
I have read it is possible but I can´t remind where I´ll post when I find it again (and you like the idear)
hope to see more from this mod soon :wink:
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Re: Afghanistan: Village [Basic Unit Sides Update]

Post by Marth8880 »

ShadowWing wrote:Nice idea! This is like the first fully real world map that I've seen.

There's another real world-ish type map on filefront; it's commandos (with real weapons) vs zombies. It may be a good place to draw ideas from. The link is:

http://starwarsbattlefront.filefront.co ... ult;102411
Uhhh...Pioneer Trails much? :? Sure, the sides aren't realistic (in the first version), but the map is still a near-replica of a real-world location. And Luna? It is also a near-replica of a real-world location, the Apollo 17 landing site. And Venus; and soon Mars: Geryon Montes; and Io and Pluto!

Anyway, if you can't figure out how to make it so units can use their own weapons inside the chopper, there could be a mounted sniper rifle that the unit in that slot would use; it would basically function in the same way as a mounted turret. Now THAT would sure be neat to see.
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Re: Afghanistan: Village [Basic Unit Sides Update]

Post by ARCTroopaNate »

That's a great idea for the Blackhawk! When I work on it I'll try to allow people in the passenger slots to use their own weapons. I think I will keep the weapons just as they are, with the two Minuguns. Rockets would give it too much Anti-Vehicle power.
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Re: Afghanistan: Village [Basic Unit Sides Update]

Post by ShadowWing »

To Marth8800: I'm an idiot. :|

Sorry, I completely forgot about your Pioneer Trails maps. (I was even going to betatest it at one point.)

Also, the Venus and Luna maps don't have much about custom Earth human sides. When I posted the link, I was referring to the sides.
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Re: Afghanistan: Village [Basic Unit Sides Update]

Post by ARCTroopaNate »

Sides Update #2


Rifleman

Clone Rifleman, B2 Super Battle Droid, Rebel Soldier, Imperial Stormrifle
[6 Points to Unlock]
Hidden/Spoiler:
Image
Image
Image
Image
[More Health, Less Speed, Regular Stamina]
Heavy Blaster Rifle
Blaster Pistol
-Melee Attack
-Thermal Detonators
-Anti-Armor Grenades
-Smoke Grenades
(Defending Team has more Stamina)
(Super Battle Droid has a Wrist Blaster instead of a Heavy Blaster Rifle and a Blaster Pistol)
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Re: Afghanistan: Village [Sides Update #2]

Post by Noobasaurus »

ARCTroopaNate wrote:-Smoke Grenades
If they make a huge puff of smoke for a few seconds, then I'm liking this!

I've always wanted to see smoke grenades in action in SWBF2 but I think I've only seen them once. I hope these are super cool!
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Re: Afghanistan: Village [Sides Update #2]

Post by ARCTroopaNate »

They make a fairly large puff of smoke that hangs around for 30 seconds or so, In my opinion it's more realistic, as the smoke wouldn't suddenly evaporate after a few seconds, it would linger on the battlefront for a bit. I personally think the smoke grenades are pretty cool, they're pretty fun and would be great in multiplayer, AI also use them very well, so many times I've died after being smokescreened cause I can't see the enemy.
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Re: Afghanistan: Village [Sides Update #2]

Post by Noobasaurus »

That sounds amazing. I can't wait to see screens and hopefully see them in action!
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Re: Afghanistan: Village [Sides Update #2]

Post by Marth8880 »

ARCTroopaNate wrote:They make a fairly large puff of smoke that hangs around for 30 seconds or so, In my opinion it's more realistic, as the smoke wouldn't suddenly evaporate after a few seconds, it would linger on the battlefront for a bit. I personally think the smoke grenades are pretty cool, they're pretty fun and would be great in multiplayer, AI also use them very well, so many times I've died after being smokescreened cause I can't see the enemy.
Make sure you keep in mind how many particles a smokescreen that large will contain, and with multiple amounts of the grenade going off, the number of particles grows exponentially. Basically, watch your particle count, as you'll find that effects will begin to disappear after a period of time during each match.
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Re: Afghanistan: Village [Sides Update #2]

Post by kinetosimpetus »

Marth8880 wrote:
ARCTroopaNate wrote:They make a fairly large puff of smoke that hangs around for 30 seconds or so, In my opinion it's more realistic, as the smoke wouldn't suddenly evaporate after a few seconds, it would linger on the battlefront for a bit. I personally think the smoke grenades are pretty cool, they're pretty fun and would be great in multiplayer, AI also use them very well, so many times I've died after being smokescreened cause I can't see the enemy.
Make sure you keep in mind how many particles a smokescreen that large will contain, and with multiple amounts of the grenade going off, the number of particles grows linearly. Basically, watch your particle count, as you'll find that effects will begin to disappear after a period of time during each match.
Unless the fx file literally adds more particles to each nade the more nades there are. But that's just a mathematical nitpick, the rest of what he's saying as absolutely right.

Do the smoke nades have any affect on the AI?
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Re: Afghanistan: Village [Sides Update #2]

Post by Marth8880 »

kinetosimpetus wrote:
Marth8880 wrote:
ARCTroopaNate wrote:They make a fairly large puff of smoke that hangs around for 30 seconds or so, In my opinion it's more realistic, as the smoke wouldn't suddenly evaporate after a few seconds, it would linger on the battlefront for a bit. I personally think the smoke grenades are pretty cool, they're pretty fun and would be great in multiplayer, AI also use them very well, so many times I've died after being smokescreened cause I can't see the enemy.
Make sure you keep in mind how many particles a smokescreen that large will contain, and with multiple amounts of the grenade going off, the number of particles grows linearly. Basically, watch your particle count, as you'll find that effects will begin to disappear after a period of time during each match.
Unless the fx file literally adds more particles to each nade the more nades there are. But that's just a mathematical nitpick, the rest of what he's saying as absolutely right.

Do the smoke nades have any affect on the AI?
You're right; it's just that I'm used to using "exponentially" as an onomatopoeia.
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Re: Afghanistan: Village [Sides Update #2]

Post by ARCTroopaNate »

So far there haven't been any problems with the Smoke Grenades. I will watch the particle count though. Does anyone know how to get smoke grenades to effect the AI?

EDIT
Sides Update #3


Recon

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Image
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[Less Health, More Speed, More Stamina]
Heavy Sniper Rifle
Cloaking Device
Heavy Blaster Pistol
-Special Grenades (EMP Grenades, Nueron Grenades, Flame Grenades, Concussion Grenades)
-Smoke Grenades
(Defending Team has more Health)
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Re: Afghanistan: Village [Sides Update #2]

Post by THEWULFMAN »

ARCTroopaNate wrote:Does anyone know how to get smoke grenades to effect the AI?


Hate to be the bearer of bad news. At least two capable people including myself have tried to get the AI to be affected by the smoke grenades, to no success. There are numerous issues with trying to do so. When Firefang and I figure out how to move (in this case AIvisibility) regions dynamically, we'll get back to you. Hint, can't be done.
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Re: Afghanistan: Village [Sides Update #2]

Post by lucasfart »

THEWULFMAN wrote:
ARCTroopaNate wrote:Does anyone know how to get smoke grenades to effect the AI?


Hate to be the bearer of bad news. At least two capable people including myself have tried to get the AI to be affected by the smoke grenades, to no success. There are numerous issues with trying to do so. When Firefang and I figure out how to move (in this case AIvisibility) regions dynamically, we'll get back to you. Hint, can't be done.
Sorry to drag this offtopic, but I'm pretty sure it would be possible. While I'm a noob at scripting, I'm pretty sure you can create regions dynamically ingame, and add the specific visibility features. It might be extremely complex, but just because you haven't done it doesn't convince me it isn't possible.
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Re: Afghanistan: Village [Sides Update #2]

Post by THEWULFMAN »

lucasfart wrote:
Hidden/Spoiler:
Sorry to drag this offtopic, but I'm pretty sure it would be possible. While I'm a noob at scripting, I'm pretty sure you can create regions dynamically ingame, and add the specific visibility features. It might be extremely complex, but just because you haven't done it doesn't convince me it isn't possible.
Since you won't take my word for it, let me explain why it can't be done.

A matrix is the ingame location of an object's center. First, you can't detect when a grenade goes off, nor can you get it's matrix at any time regardless. You can detect if it hits a unit, but that doesn't help us here. There is a possible workaround however by using "fake grenades" which are actually turrets, and then getting the turret's matrix. That however is only part of the problem.

Second, no region can be spawn dynamically. Some region types can be activated and deactivated, like general user specified ones or death regions. Rain Shadow regions for instance, can not be deactivated. We tried moving the region instead of spawning one, that didn't work either.

Feel free to try it yourself, I'm only trying to save people the work.
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Re: Afghanistan: Village [Sides Update #2]

Post by kinetosimpetus »

Marth8880 wrote: You're right; it's just that I'm used to using "exponentially" as an onomatopoeia.
\ˌä-nə-ˌmä-tə-ˈpē-ə, -ˌma-\
noun
1 : the naming of a thing or action by a vocal imitation of the sound associated with it (as buzz, hiss)
2 : the use of words whose sound suggests the sense

Do you mean hyperbole?
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