Page 57 of 72
Posted: Fri Jun 30, 2006 3:39 pm
by Razorpig
Stupid question (hopefully not tho'), but do you think you might be able to post some pics here or on Photbucket of the Capital Ships exploding so we can see what you've accomplished?? This might give some of us an idea as to the scope of your vision..
Posted: Sat Jul 01, 2006 1:32 am
by Chamboozer
Ah, crud nevermind. It's the landing regions which are the problem. Although I still believe that there's a way to get this to work.
just make it so when a ship is destroyed a chunk of it floats endlessly where the hangar was.
Posted: Sat Jul 01, 2006 10:09 am
by xwingguy
Dude, I'm talking about taking a flag into a landing region and not losing it.
Posted: Sat Jul 01, 2006 10:17 am
by 2_lowiq_clone
keep up the great work xwingguy! take your time and make this one a star wars battlefront 2 classic like naboo: encounter and eddie's maps!
Posted: Sat Jul 01, 2006 12:55 pm
by Chamboozer
Dude, I'm talking about taking a flag into a landing region and not losing it.
oh, lol. whoops. I thought u meant that the landing region would float there after the ship was gone. sorry.
Posted: Sat Jul 01, 2006 1:36 pm
by Rockwind
i wish i could help x wing guy but i will say it again, i suck at coding and stuff.
On the single player game...
Posted: Sat Jul 01, 2006 2:03 pm
by busterkinkade
On the single player game a holocron from one of the CIS ships has to be taken to a republic ship, and when you land and get out of the ship it is still fine, I have tried modifying the landing region so that the flag doesn't go hay- wire when you land with it on the ship but nothing so far has suceeded so I suggest you just study the scripts for the campaign space maps.
RE: On the single player game...
Posted: Sat Jul 01, 2006 4:27 pm
by xwingguy
I believe that works because you picked up the holocron as infantry. When you pick up a flag as a flyer the behavior changes.
Yes, the campaign scripts are by far my savior in making this map. They contain some very useful tricks and functions not mentioned by the documention.
RE: On the single player game...
Posted: Sat Jul 01, 2006 4:49 pm
by busterkinkade
Yeah, if all else fails you can get the infantry to get the flag from the enemy bridges I guess.
Posted: Sun Jul 02, 2006 12:39 am
by Protector_Pulch
RevanSithLord wrote:P And rack up to 300 score to win the map.
This reminds me of something - Xwingguy, did you already find out how to increase point limit for assault ?
Posted: Sun Jul 02, 2006 1:18 am
by Aussie_Irishman
points is an easy thing to sort out....i know this well coz of my experiements
AJay
Posted: Sun Jul 02, 2006 5:08 am
by AlPhA29
RevanSithLord wrote:
P And rack up to 300 score to win the map.
This reminds me of something - Xwingguy, did you already find out how to increase point limit for assault ?
Maybe xwingguy could put three different modes with different amount of points to win...say hard medium easy...hard will need more points to win like around 500, medium will need like 300 points and easy around 200??

:dstar:
Posted: Sun Jul 02, 2006 6:16 am
by Blackdutchie
or he could do it the simple way and leave it to 1 mode and let YOU change the amount of points to win under assault options
Posted: Sun Jul 02, 2006 12:26 pm
by Rockwind
I just want a space battle to last really long, cause normal space maps and most downloaded space maps don't last long enough.
Posted: Sun Jul 02, 2006 12:31 pm
by Blackdutchie
if he makes min. point 500 and max somewhere in 5000 or something you can just slide the buttony thingy in assautl options and everyone is happy.
Posted: Sun Jul 02, 2006 12:45 pm
by Rockwind
yeah good idea
Posted: Sun Jul 02, 2006 4:48 pm
by yoyam
5000 reinforcements would be awesome
Posted: Sun Jul 02, 2006 4:59 pm
by jangoisbaddest
xwingguy wrote:Ok, I don't know why but I feel like I can go ahead and tell you about my secret ctf mode. And yes, I do realize that this is totally incorrect in star wars history but it's gonna be sooo fun.
1) Goal of the ctf mode: Vaporize the enemy fleet using the death star (yes, star destroyers can be vaporized too)
2) What does the flag have to do with it?
The flag is a targeting beacon for the Death Star
3) Where do I take the flag to score?
The reactor core
4) Anything else?
Yes, here's a list
-transports enabled in ctf
-all criticals are still destructable
-boarding party cps are still capturable
-you can't capture a capitol in this mode
-the capitols are indestructable except via death star
-You've got 1 minute to escape the ship
-No pics yet because I haven't finished scripting it. It is for a fact possible to do though.
-You copy my idea, I hunt you down
That's awsome. I was hoping it was going to have something to do with boarding the Cap ships. However, this seems pretty complex - I mean, how are the AI going to be smart enough to land back in their hanger to return the flag to their base? I mean certainly it will be fun for humans, but AI are a large part of what makes the game more intense and number - realistic. I mean sure, you could have AI inside the ships, and AI flying around, but how are you going to combine the CTF behavior with taking off and landing, etc?
Posted: Sun Jul 02, 2006 8:11 pm
by =AOX=Durge
This map will be awesome! :atatpilot:
Posted: Sun Jul 02, 2006 8:16 pm
by DeathRow
Agreed Durge.
PS - Welcome to Gamtoast