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LAAT attacking?

Posted: Wed Dec 09, 2009 6:59 pm
by Deviss
hi there to all , many time without post needing help well i watch utapau mission many times and i love because the Laat take attack/defense position and i would like if is possible change laat in scrips. odf whatver for make the same and if don't understand very good i am mean because my english is bad XD here one image
Image
in part of destroy cannons the laat take that position, i would like know so:
is possible change scripts, odf etc for laat take that position (attack/defense) and when the player upload to laat only as passenger and when laat stop and take position the player can down for battle :D

thanks in advance

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 7:02 pm
by bobfinkl
Most of this would have to be done through ZE anims to be done effectively, I have seen before LAAT's (in the demo version of the game I believe) floating around shooting things, this may be possible to replicate but landing is a definite no that can only be done through ZE anims.

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 7:04 pm
by Deviss
bobfinkl wrote:Most of this would have to be done through ZE anims to be done effectively, I have seen before LAAT's (in the demo version of the game I believe) floating around shooting things, this may be possible to replicate but landing is a definite no that can only be done through ZE anims.
yeah but is possible the player uplaod to laats (only how passenger) and down in the moment of course the laat took position :D, also for arrive faster to battlefield :P , but how ?XD

NOTE: i am totally noob on ZE XD

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 7:08 pm
by Labj
Those are animated props, the landing as you say can be seen in Coruscant, or mostly its floating waiting there, but a real ship landed can be seen at the Kamino campaing, also if you try to enter an animated prop it will kill you or drop you while flying :(

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 7:09 pm
by Deviss
Labj wrote:Those are animated props, the landing as you say can be seen in Coruscant, or mostly its floating waiting there, but a real ship landed can be seen at the Kamino campaing, also if you try to enter an animated prop it will kill you or drop you while flying :(
no i mean only float and shoot the same in utapau lol, and well laat is LOW ALTITUDE so if i down of the ship i believe no hurt much XD only loose a bit life in fall XD, and if utapau are props is possible upload player as passenger?

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 7:40 pm
by YaNkFaN
well here is what you can do to simulate a landing (well sorta). This is a combination of .lua and ZE. You first animate a LAAT using ZE (there are plenty of tuts on that here at GT). You then create an ambush of dudes from your own team and make a timer (this is done via .lua) you then sync your timer with the animation so that when the timer elapses the LAAT "lands" and then players appear for your team you can then make the LAAT prop into a flyable vehicle or whatever you want but yea you can "land an assault team" using timers ambushes and animation (i know it works cause i've done it).

Also if you want it to shoot, you animate a vehicle spawn (not a prop) and set the vehicle spawn to be team whatever and just spawn a normal vehicle (this is how they do it in the game especially in utapau)

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 7:42 pm
by Deviss
YaNkFaN wrote:well here is what you can do to simulate a landing (well sorta). This is a combination of .lua and ZE. You first animate a LAAT using ZE (there are plenty of tuts on that here at GT). You then create an ambush of dudes from your own team and make a timer (this is done via .lua) you then sync your timer with the animation so that when the timer elapses the LAAT "lands" and then players appear for your team you can then make the LAAT prop into a flyable vehicle or whatever you want but yea you can "land an assault team" using timers ambushes and animation (i know it works cause i've done it).
so is possible, and is possible up to laat (only as passegner) and down when one like ?

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 7:42 pm
by Maveritchell
I am not entirely sure what you're trying to do, but the best way to create a realistic, flying, shooting LA-AT over a predetermined course is to make it a turret and then animate it. Turrets can auto-fire as well as be entered.

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 7:43 pm
by bobfinkl
DEVISS-REX wrote:is it possible upload a player as passenger?
Since this wasn't answered already the answer is yes. You would have to use an event, and then force the player into the vehicle.

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 7:45 pm
by Deviss
Maveritchell wrote:I am not entirely sure what you're trying to do, but the best way to create a realistic, flying, shooting LA-AT over a predetermined course is to make it a turret and then animate it. Turrets can auto-fire as well as be entered.
yeah but that is more hard and i don't know how start that XD i don't know nothing about create animations and less about create vehicles XD
bobfinkl wrote:
DEVISS-REX wrote:is it possible upload a player as passenger?
Since this wasn't answered already the answer is yes. You would have to use an event, and then force the player into the vehicle.
because if is animated props so i don't know if is possible up into this Xd, and if is vehicle i don't know is this take possition because Yankfan say how prop only make that, so also if is how vehicle when one up , take as Pilot and so laat loose his position, for this reason i would like only as passenger XD

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 7:47 pm
by bobfinkl
DEVISS-REX wrote:for this reason i would like only as passenger XD
Edit it's odf for this part.

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 7:57 pm
by Deviss
bobfinkl wrote:
DEVISS-REX wrote:for this reason i would like only as passenger XD
Edit it's odf for this part.
lol i see i must learn ZE and odf fast XD well i believe is more easy than learn to make new animation and vehicle XD

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 7:59 pm
by bobfinkl
DEVISS-REX wrote:i see i must learn ZE and odf fast XD well i believe is more easy than learn to make new animation and vehicle
Animation is a part of ZE, and vehicles are defined by odfs. Essentially both are no different from each other.

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 8:02 pm
by Fiodis
As Maveritchell, I'm also not sure as to what you want. If you want a LAAT to fly around at low altitude on its own and shoot stuff, then, as Mav said, you can animate a turret. Another example of shooting LAATs, besides the Utapau campaign, is the Mygeeto one. Also, on that one, when you enter the LAAT at the end, having delivered the energy crystals, you enter it and it takes off and flys you away.

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 8:15 pm
by Deviss
bobfinkl wrote:
DEVISS-REX wrote:i see i must learn ZE and odf fast XD well i believe is more easy than learn to make new animation and vehicle
Animation is a part of ZE, and vehicles are defined by odfs. Essentially both are no different from each other.
i understood that but Mav say about create new animation and vehicle i believe in xsi he mean XD
Fiodis wrote:As Maveritchell, I'm also not sure as to what you want. If you want a LAAT to fly around at low altitude on its own and shoot stuff, then, as Mav said, you can animate a turret. Another example of shooting LAATs, besides the Utapau campaign, is the Mygeeto one. Also, on that one, when you enter the LAAT at the end, having delivered the energy crystals, you enter it and it takes off and flys you away.
is easy i mean: laat spawn normally and fly until battlefield always in low altitude like and stop and fire the same in utapau but the laat wait 1 passenger up for this fly for battle :D

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 8:17 pm
by Maveritchell
DEVISS-REX wrote:i understood that but Mav say about create new animation and vehicle i believe in xsi he mean XD
No, I meant "turn your LA-AT vehicle into a turret" and then "animate it in ZE."

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 8:18 pm
by Deviss
Maveritchell wrote:
DEVISS-REX wrote:i understood that but Mav say about create new animation and vehicle i believe in xsi he mean XD
No, I meant "turn your LA-AT vehicle into a turret" and then "animate it in ZE."
ouch so i understood wrong XD, but so first vehicle and after landing off is turret (always with yes or yes one passenger) and stop as turret?

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 8:20 pm
by Maveritchell
Make a turret .odf that uses the LA-AT vehicle mesh. Set it up to work as a turret correctly, with or without auto-firing seats and/or passenger seats. Place it in ZE. Animate it over whatever course you want.

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 8:27 pm
by Fiodis
DEVISS-REX wrote:ouch so i understood wrong XD, but so first vehicle and after landing off is turret (always with yes or yes one passenger) and stop as turret?
Not quite. Always a turret, as a turret is essentially a vehicle without movement capabilities.

You place the thing in ZE and make ZE animations for it (which are a piece of cake, btw). When you enter it, you have a bit of LUA code trigger this animation so that it takes off with you in it (and you may also want to lock it so you can't hop out mid-air). It follows a preset course around the map that eventually returns it to its starting position.

This is only seen in campaign for several reasons. One of them is that there is only one preset path that each turret-flyer can take: no flyer splines. The second is that once it's dead, without some LUA code involving timers and CreateEntity, it stays dead. It doesn't respawn like vehicles do. Another is that, without again some special LUA coding this time involving CP captures/neutralizations, it won't be team-specific: if you do go to the lengths of scripting it to respawn, it would do that for every team, even a LAAT for the CIS, unless you added yet more code that tracks CP captures.

Re: LAAT attacking?

Posted: Wed Dec 09, 2009 8:30 pm
by bobfinkl
Fiodis wrote:The second is that once it's dead, without some LUA code involving timers and CreateEntity, it stays dead. It doesn't respawn like vehicles do. Another is that, without again some special LUA coding this time involving CP captures/neutralizations, it won't be team-specific: if you do go to the lengths of scripting it to respawn, it would do that for every team, even a LAAT for the CIS, unless you added yet more code that tracks CP captures.
Unless you placed it through a vehicle spawn object.