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Oasis Duel 2.0
Posted: Tue Mar 15, 2005 11:50 pm
by SteveK14
I have updated my map. This should be the final release pending any new tools to fix the sound on a couple of things that are unfixable right now. Please leave feedback.
It should be available here or at my website:
http://users.adelphia.net/~skayda/
Steve
RE: Oasis Duel 2.0
Posted: Wed Mar 16, 2005 12:06 am
by guru
link has been updated on gt downloads. Nice job on the 3rd team.
Posted: Wed Mar 16, 2005 10:19 am
by SteveK14
Thanks!
Posted: Thu Mar 17, 2005 7:40 pm
by SteveK14
Ok. I'm stumped. I'm trying to get the sniper hintnode to work from my platforms and the sniper runs up to just before the spot and stands there. Is the direction of the arrow important? and what is the purpose of the metanode? I saw somewhere (I can't find it now) about a setting in the lua of SetAttacksniperange(XXX) or SetDefendsniperange(XXX). I tried these, got no errors, but still no sniping. I even increased the range to 700.
I also still have not found where I can make the AI attack the destructible command posts. They attack the 3rd team's DCP just fine, but don't attack the team 1 or team 2 DCP.
Steve
Posted: Sat Mar 19, 2005 12:46 pm
by BlackHawk549
is the thing where the soldiers just stand on the platform fixed, i hated that. we had no ground cps and they just stood there. so the game never ended...
Posted: Sat Mar 19, 2005 1:07 pm
by SteveK14
Was that the under 30 units left thing where the bots ignore vehicles etc.? If it is, then that is in the game, not in any changeable parameters for modders. I am still working out the bugs of the unit bleed which would end the game sooner under that circumstance. Part of the strategy of the map is to use the multi-passenger flyers to get troops off the platforms. The bots do it mostly until the under 30 thing or if you don't have a CP a with a flyer.
Steve
Posted: Sat Mar 19, 2005 1:53 pm
by Royal_Assassin
I really like the platform thing, and I have no problem with ferrying troops up there (or down). But could you add a few more transports on the ground to get up there. If I take a ship up there and I get killed, then the ship doesn't respawn because it hasn't been destroyed. As a result, I have no way to get up there again. I have to use the AT-AT to shoot up and destroy my own transport to get another one on the ground. Major pain! But like I said, I think all that could be fixed with just a couple more ships on the ground.
Posted: Sat Mar 19, 2005 2:21 pm
by BlackHawk549
ya and there should be at least three ferrys up there so the 30 troops dont just stand there
Posted: Sat Mar 19, 2005 2:24 pm
by BlackHawk549
i just tryed playing 2.0 and it wont work...ill download it again and see what happens
Posted: Sat Mar 19, 2005 5:13 pm
by SteveK14
Royal: I tried adding transports before, but the same thing happens. The AI eventually get in them and fly off in them. You have to wait till one gets shot down or hits the land hintnode at one of the enemy CP's. Or take over and hold the east or west marshalling area to obtain the transports from there. The east and west marshalling area's will spawn the same flyers for whomever holds the CP. The Disputed territory gives the holding team the mobile command post. Platforms gives you fliers and bombers. I did notice that I put the Imperial Trooptransport at the Imp CP and it isn't multi-passenger. I'll cahnge that to the Alliance transport which is multi-passenger. The Alliance has the Falcon and the transport which both are passenger friendly. I was toying with the idea of making a Tiebomber transport which doesn't have bombs for the Imp side to balance out the Falcon.
Blackhawk: Did you download it from gametoast or my website?
http://users.adelphia.net/~skayda/
Let me know if it still doesn't work.
Thanks for the input guys.
Steve
Posted: Sun Mar 20, 2005 10:48 pm
by BlackHawk549
i did from ur site,now it works
Oasis Duel 2.2
Posted: Wed Mar 23, 2005 11:47 pm
by SteveK14
I have updated the map adding a new Tie Bomber Trooptransport. (Desert Camo Version) Updated Mod Pics on my website:
http://users.adelphia.net/~skayda
Download the mod there as well.
I changed the Imperial Trooptransport to the Alliance version I made that is multi-passenger and has a cannon.
I tweaked some of the bleeds, paths, planning, and hintnodes.
Steve
RE: Oasis Duel 2.2
Posted: Fri Mar 25, 2005 2:11 pm
by Raxor
did you add the bumpmapping texture?
RE: Oasis Duel 2.2
Posted: Fri Mar 25, 2005 9:42 pm
by BlackHawk549
is there a certain faction i should be playing as? everytime i do GCW it crashes
Posted: Fri Mar 25, 2005 11:38 pm
by SteveK14
Raxor: I used every bump texture that was required for the files I used I think.
Blackhawk: Does it crash after you spawn (as Alliance or Imp or both) or
when you do a specific task like get in the Tiebomber?
Oyher's have played all factions with no problem. Did you download the latest version from gametoast or my website?
Steve
Posted: Sat Mar 26, 2005 11:03 am
by BlackHawk549
No, for me it crashes on that screen that says loadin
Posted: Sat Mar 26, 2005 12:29 pm
by rebel_scum
oh that happend to me to all you need to do is take some maps out of
you addon folder
Posted: Sat Mar 26, 2005 5:56 pm
by BlackHawk549
dang, i like all of them
Posted: Sat Mar 26, 2005 7:08 pm
by rebel_scum
i know what you mean i just took some out to try it
than stuck um back in
Posted: Sat Mar 26, 2005 7:15 pm
by SteveK14
Rebel_Scum: Did that solve the problem?