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Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Sun Jun 15, 2008 6:23 pm
by Crazy_Ewok
This looks awesome. You could probably even combine this with the GT Force RPG forum by creating sort of a mystery to follow in the map. A trail of clues could lead to some random bad guy prop, like the sarlacc.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Sun Jun 15, 2008 6:34 pm
by Fingerfood
Lol. People would use Free Cam though...
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Sun Jun 15, 2008 8:40 pm
by Syth
trainmaster611 wrote:How do you apply ZE animation to a vehicle? The vehiclespawn object?

phhht you just place it in ZE like any other object. A vehicle doesnt require a spawn to be ingame, those are just for making the vehicle respawn after it dies.
If i do make a building, id like to do what mav said and make turrets at my base which can be used to play as some of my units, in an enclosed place perhaps so as to not interfere with the armed/unarmed thing
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Sun Jun 15, 2008 8:47 pm
by Fluffy_the_ic
I whipped up a quick swoop arena, though it'll probably only work for one or two racers at a time. I guess it'll be more for time trial or one on one races.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Sun Jun 15, 2008 9:28 pm
by MasterSaitek009
Maveritchell wrote:Syth wrote:idk about the auto turrets only shooting those who are armed, because it might not even be possible, or at least not in mp.. only Zerted would know
It's not only possible, it was mentioned in the discussion. It would just involve all the armed units on one team and setting the autoturrets to target the armed team. It's a really simple solution.
Honestly, I think the easiest solution would just to dispense fighting units in an arena. Enclose an arena, use remote terminals that control dispenser weapons in the arena, and make the dispensers dispense people/vehicles (be warned that dispensing people can be a tricky thing, if you do it you have to be careful to make sure it's set up right so that you don't make a crash too easy to happen). Simple, easy, and you don't have to worry about weapons being used outside the arena.
That.. is the best suggestion given in this entire thread. I vote for that idea.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Sun Jun 15, 2008 10:10 pm
by RepSharpshooter
MasterSaitek009 wrote:Maveritchell wrote:Syth wrote:idk about the auto turrets only shooting those who are armed, because it might not even be possible, or at least not in mp.. only Zerted would know
It's not only possible, it was mentioned in the discussion. It would just involve all the armed units on one team and setting the autoturrets to target the armed team. It's a really simple solution.
Honestly, I think the easiest solution would just to dispense fighting units in an arena. Enclose an arena, use remote terminals that control dispenser weapons in the arena, and make the dispensers dispense people/vehicles (be warned that dispensing people can be a tricky thing, if you do it you have to be careful to make sure it's set up right so that you don't make a crash too easy to happen). Simple, easy, and you don't have to worry about weapons being used outside the arena.
That.. is the best suggestion given in this entire thread. I vote for that idea.
That seems to be the best approach to dealing with the sides. I say, we should go with that as the default. Dispensed units could be used for things ranging from a Battle Arena, taivyx's shooting range, remote robot battles, to a dueling ring.
However, doesn't anyone else have the urge to have weapons in the actual world? At least I know in KotOR, having weapons as you roamed the world was a major aspect of the game. I like when I got in the occasional skirmish with a swoop gang, wild animal, thugs, etc. I also liked hunting those Hulak Raids or whatever they were on Tatooine. I guess in respect to KotOR, a world without enemies would be a world without challenge (or fun). Now whether that applies to this map is a whole other thing.
I guess if it wouldn't be too much trouble, or wouldn't be too complicated, I'd go in a different direction. We'd have the two teams be Civilian, and Armed. The civilian team would spawn in the city and still use the unit dispensers etc. The other team (armed) would spawn
outside the city (perhaps in some shady bar way in the outskirts). From there, the armed people would be able to roam around and shoot things (we could also fill the environment with animals/swoop gangs/thugs to make it more interesting). To keep them from coming in the city, we could use a perimeter of autoturrets, or a region that checks what team they are and kills/removes them if they trespass. No doubt there's still flaws in this idea, I'm only suggesting it as an alternative, for the reasons in the above paragraph.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Sun Jun 15, 2008 10:31 pm
by Fingerfood
I say autoturrets, because I want maybe the really good guy to get in.

But I don't think there should be a perimeter, but autoturrets on every street corner. There will also be the Police who can go after them. Hey, how about we make the Police crazy uber to be able to get the baddies quicker!
I like the idea of dispensed units. We could do anything with dispensed units.
Wait, could we even get a dispensed unit that could side with, for example, a wild animal and you could go hunting with the animals?
Also, how often will the map be updated? I say at most every month or two. Longer than that will make people bored with the map.
Also, I think we should add at least another ring to the city. The way it is now makes it extremely easy to get into the center, and will defeat the need for a subway/train system. Even if the buildings are just shells with no insides, it'll still add to the city effect. Now it's more of a camp.
Oh, and for the A, B, C, and D blocks, they should be higher, more skyscraper-like buildings. I think that people should have their houses on top of things (if they're not high enough) like bars, shooting ranges, things like that, and have exits to the roof where their house will be. I'd love to have my house on top of the Multi-Purpose Remote Terminal Building!

It would also save space.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Sun Jun 15, 2008 10:32 pm
by Taivyx
RepSharpshooter wrote:
I guess if it wouldn't be too much trouble, or wouldn't be too complicated, I'd go in a different direction. We'd have the two teams be Civilian, and Armed. The civilian team would spawn in the city and still use the unit dispensers etc. The other team (armed) would spawn outside the city (perhaps in some shady bar way in the outskirts). From there, the armed people would be able to roam around and shoot things (we could also fill the environment with animals/swoop gangs/thugs to make it more interesting). To keep them from coming in the city, we could use a perimeter of autoturrets, or a region that checks what team they are and kills/removes them if they trespass. No doubt there's still flaws in this idea, I'm only suggesting it as an alternative, for the reasons in the above paragraph.
That's the new best idea in this thread

Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Sun Jun 15, 2008 10:59 pm
by Syth
Even better have, a 3rd "police" or jedi team team that would be sided with civilans that would roam the city and kill the armed civilians.
Then a 4th team of wild animals and a 5th of thugs and what not
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Mon Jun 16, 2008 12:29 am
by MasterSaitek009
/\ That sounds good.
So, is there any point to having a login system if we aren't going to have custom units and stuff? If we do do custom units(my vote) I could make the login system unlock a turret that would dispense your custom unit.
What do you think? Is it worth it?
If it's not what other systems do you need? I'll start in on my building tomorrow, but then I'm gone from the 17th through the 22nd.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Mon Jun 16, 2008 12:50 am
by Maveritchell
I just want to point out - before anyone jumps on the "unit dispenser as a magic bullet" idea - that it is not a magic bullet. There are some potential serious issues with dispensing actual units (I'm fairly certain it has to do with dying animations but I could very well be wrong) versus dispensing something simple like a remote vehicle (like the remote droid). I've done it before and I think I know the contingencies to plan for but like I said, there is no perfect solution.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Mon Jun 16, 2008 2:11 am
by tsurugi13
If it were me (it isn't) I might give each of the units an indestructible shield. That way, If people wanted to fight in the street they can, and if people would rather just observe and not get killed a lot, they can. All units would have one to keep people from turning on theirs and going on a killing spree. Just my two bits.

Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Mon Jun 16, 2008 1:20 pm
by MasterSaitek009
Maveritchell wrote:I just want to point out - before anyone jumps on the "unit dispenser as a magic bullet" idea - that it is not a magic bullet. There are some potential serious issues with dispensing actual units (I'm fairly certain it has to do with dying animations but I could very well be wrong) versus dispensing something simple like a remote vehicle (like the remote droid). I've done it before and I think I know the contingencies to plan for but like I said, there is no perfect solution.
Ah, gotcha.
So Rep, I guess what it comes down to is whether you want more of a combat oriented map or socially oriented map.
I like Syth's idea.
Syth wrote:Even better have, a 3rd "police" or jedi team team that would be sided with civilans that would roam the city and kill the armed civilians.
Then a 4th team of wild animals and a 5th of thugs and what not
On a different note, could I make a used vehicle lot? You could go in and buy a weaponless-vehicle with the points you get from killing things.
As long as they don't have weapons I don't see how they could cause any trouble.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Mon Jun 16, 2008 2:05 pm
by RepSharpshooter
RepSharpshooter wrote:We'd have the two teams be Civilian, and Armed. The civilian team would spawn in the city and still use the unit dispensers etc. The other team (armed) would spawn outside the city (perhaps in some shady bar way in the outskirts). From there, the armed people would be able to roam around and shoot things (we could also fill the environment with animals/swoop gangs/thugs to make it more interesting). To keep them from coming in the city, we could use a perimeter of autoturrets, or a region that checks what team they are and kills/removes them if they trespass. No doubt there's still flaws in this idea, I'm only suggesting it as an alternative, for the reasons in the above paragraph.
+
Syth wrote:Even better have, a 3rd "police" or jedi team team that would be sided with civilans that would roam the city and kill the armed civilians.
Then a 4th team of wild animals and a 5th of thugs and what not
=
Lets go with this, shall we? The police would be on the civilian team, but would have weapons. However, they would only be unlocked for certain people we trust, like syth, mav, taivyx, etc etc, just people that have been around gt and won't be nooby.
Saitek wrote:
On a different note, could I make a used vehicle lot? You could go in and buy a weaponless-vehicle with the points you get from killing things.
As long as they don't have weapons I don't see how they could cause any trouble.
Sure, you can do whatever you want. However, I plan on giving myself a speeder on my lot anyway, and I believe Maveritchell was creating a transportation depot as well. FragMe! is also making a buggy rental. (and train is making a train station), so the field is pretty full as is.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Mon Jun 16, 2008 6:39 pm
by Taivyx
Are we allowed to input LUA/RGN change requests?
One example could be if someone wants text to pop up whenever someone enters a certain region of their lot.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Mon Jun 16, 2008 7:45 pm
by Syth
Along with the 2 main teams a 3rd team of AI civilians and AI police would add atmosphere i think. You wouldn't have to do any special bot planning, just around the lots and in the cantina so the map would seem more lively.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Mon Jun 16, 2008 7:53 pm
by RepSharpshooter
MasterSaitek009 wrote:/\ That sounds good.
So, is there any point to having a login system if we aren't going to have custom units and stuff? If we do do custom units(my vote) I could make the login system unlock a turret that would dispense your custom unit.
What do you think? Is it worth it?
If it's not what other systems do you need? I'll start in on my building tomorrow, but then I'm gone from the 17th through the 22nd.
We need a system to unlock the police. You can find a bit of code in the lua, commented out. I *think* zerted and I determined that the AddUnitCLass would crash online, or maybe it didn't. I can't remember. In any case, this code checks your profile name on spawn, and if you're "NoAwards" you get kiyadi mundi. This will be the same except for we'll have more people in the if statement, and it will be a police unit, and not kiyadi mundi. NOTE this GetCurrentProfileName() gets the PROFILE name, not the GSID name. This in a sense could be used as a password, as your profile name is not displayed when you have a GSID.
If this addunitclass isn't MP compatible, the alternative is to kill the player if he is not on the "accepted" list, and he chooses to spawn as a police officer. This is a very simple solution.
Taivyx wrote:Are we allowed to input LUA/RGN change requests?
One example could be if someone wants text to pop up whenever someone enters a certain region of their lot.
Sure, I'm assuming we can paste all the changes together into a coherent script.
Syth wrote:Along with the 2 main teams a 3rd team of AI civilians and AI police would add atmosphere i think. You wouldn't have to do any special bot planning, just around the lots and in the cantina so the map would seem more lively.
How would the ai go places without any objectives? In the cantina club, I think they were given flyer paths or something, and they looked like possessed people running frantically in a big loop. Optimally we'd want them just slowing walking around the streets.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Mon Jun 16, 2008 8:43 pm
by Teancum
Yeah, but then some idiot kid will create a profile named "RepSharpShooter" to get into areas he shouldn't
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Mon Jun 16, 2008 8:59 pm
by Fingerfood
I don't know if BF2 MPcan handle multi-spaces, but I think that the important people should add random numbers of spaces after their name.
Re: Dynamic Map Idea (experienced modelers, please take a lot)
Posted: Mon Jun 16, 2008 9:40 pm
by RepSharpshooter
RepSharpshooter wrote:NOTE this GetCurrentProfileName() gets the PROFILE name, not the GSID name. This in a sense could be used as a password, as your profile name is not displayed when you have a GSID.
Teancum wrote:Yeah, but then some idiot kid will create a profile named "RepSharpShooter" to get into areas he shouldn't
I could have "=LH=RepSharpshooter" as my Gamespy ID, however, my profile name could be pikachu123456 or something, which wouldn't be displayed, and would be my "password" which would positively identify me as RepSharpshooter. Zerted and I are discussing using this.
[RDH]Zerted: ok, so you enter a region and you die if you don't have the correct name. Remember, there can't be any door or object blocking it as only the server can move game objects but a region with an open passage would work fine
We could use this way to restrict access to certain areas based on who you are.
Also, first post organized with the lots, and released assets for DMI, I still need donations if you have finished stuff that other people could use. I plan on releasing what I have as soon as I have enough to be worthy of releasing:
The Lots:
Caleb1117 - B1
Master Saitek - D2/4 dunno
Fluffy_the_ic - J2
Grev - G3
tsurugi13 - K4
Fingerfood - D3
Maveritchell- B2
[RDH]Zerted - B4
YJJ - A4
Taivyx - D1
Teancum - B3
Syth - Is getting dental operation, lot pending, probably A1, or A3
MercuryNoodles - A2
trainmaster611 - D2/4 dunno
SlyCoopersButt - I3
Karnage - I1
Thunder - I4
FragMe! - O2