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Messages - wookieejedi

#1
SWBF1 Modding / Re: Kashyyyk - Beach
June 27, 2010, 05:47:15 PM
I worked on something like this for a while, I tried to make it more realistic and have the AI use cover though, it didn't work too well.

But that sounds very cool, I will test if you want.
#2
SWBF1 Modding / Re: I might make a space map
April 10, 2010, 07:01:51 AM
Sorry but this is almost impossible in BF, to make a challenging one that is where the aiv actually does stuff. i tired for like 2 months. If you want to play a fun game with hundreds of fighters and crossfire go to google and type battle of endor game.
#3
SWBF1 Modding / Re: Rhen Var Massive Assault
April 01, 2010, 07:13:25 AM
Thanks. I am doing the final tweaking for those exact reasons right now. Will be up shortly.
#4
SWBF1 Modding / Re: Rhen Var Massive Assault
March 31, 2010, 05:48:13 PM
Sorry I should have been more specific, I am on Spring Break, and I had to do some stuff for my Prof and now I don't have a lot of time left for free.

Thanks I am glad you are eager to see it. :)
#5
SWBF1 Modding / Re: Rhen Var Massive Assault
March 31, 2010, 05:12:56 PM
Good news and bad news. Good news I am almost done. Bad news, no custom sides. More good news, way more fun battle and holy cow it gets to be some intense firefighting and crossfire. Though no bombers or heavy transports. Sorry I ran out of time, I do have more tanks, melee fighting, field fighting, more bots though. Plus a high mountain bridge, and covered ice tunnels entrances. I will release the assets though in case any one wants to continue. The problem I had was that the original cps and paths didn't show up in zero edit, but they did in the game, but it doesn't hurt anything. So yeah it will probably be up tomorrow, the map and the assets. It is still quite a fun little map though, in my opinion :).   
#6
SWBF1 Modding / Re: Rhen Var Massive Assault
March 29, 2010, 04:50:22 PM
Great ideas everyone, keep them coming. And f course if any one wants to help :) .
So far I am only using the space proved in the original map, but I am just making it way better, my theory is that good smaller amounts of fighting are way more fun then huge tiny little amounts or way spread out occasional skirmishes. 
#7
SWBF1 Modding / Re: Rhen Var Massive Assault
March 29, 2010, 01:32:39 PM
Of course will put ships in

Yeah I want to definitely map some ruins fighting like in Rhen Var Citadel. I want every inch of this map to be a battle

My vision would be strong Rebel and Clone defenses like trenches and lots of cover with auto turrets, then a massive attacking force with lots of tanks and bombers(?) Definitely I will put in my custom Jedi which I have tried to make extremely realistic and fun to be, plus lots of explosion everywhere using auto turrets

Thanks for the suggestions
#8
SWBF1 Modding / Rhen Var Massive Assault
March 29, 2010, 06:13:50 AM
I have been trying to figure out space maps for the longest time, but I have finally decided that it is not worth it, so I am going to take what I have learned, like auto turrets and bot mapping, and create an addition to a already great map. Rhen Var Harbor is one of my most favorite maps, as it is large and has lots of different types of fighting in it.

My plan is to take the current Harbor Map, add custom sides, and add on way more stuff. For example more tanks, expanded battle area, more urban fighting, better AI, more attackers advantage, put in Auto Turrets, give special units like Jedi, take all that flat ice area and add ruins and more towers, make the map and actual challenge to beat, and so on.

Any other ideas any one has and wants to post I will try to add and incorporate. And of course if any one wants to help that would be awesome, although I could do it by myself, two heads or more is always better then one.
#9
Quote from: Zephyr on January 24, 2010, 06:53:16 PM
Both of the games are fun but they're pretty tough to beat- on both games I lose at stage 4.

If you want I could give you some hints, or some somewhat kinds of cheats...
#10
Hey I thought maybe other people would enjoy these games, they are really fun, and engrossing games, feels like you are in the movie shooting Star Destroyers and blowing up the Executor, not to mention its free.

http://www.theforce.net/videogames/apps/boendor/
#11
SWBF1 Modding / Re: Ghost Lasers
January 23, 2010, 02:41:30 PM
That is what I thought, but every time it goes through the fighter. Also it will not go through any thing else, and when my fighter is landed it hits it and does the proper damage, only when its in the air it goes through it. Any ideas? Thanks
#12
SWBF1 Modding / Ghost Lasers
January 23, 2010, 01:54:43 PM
Any body have any idea why this would happen, a laser shot going straight through my fighter? The laser doesn't go through anything else. Its the slavo of an orbital strike.
#13
SWBF1 Modding / Re: Orbital Strikes and Space Maps
January 23, 2010, 12:01:06 PM
thanks but i have figured it out, I just had to set the life time to 0
#14
SWBF1 Modding / Orbital Strikes and Space Maps
January 22, 2010, 05:08:14 PM
I am making a large Space Battle of Endor map using auto turrets and orbital strikes to add crossfire and actual difficulty. What I have done is giving vehicles auto fire, and making that auto fire shoot an orbital strike, but I want the beacon to stick the the fighter that shot it, so that a strike is called and it appears that you craft is being fired upon.

I have edited the beacon to call in a horizontal strike so it feels more like fighter fire, but when ever the auto turret on the fighter fires the beacon it never sticks itself to the fighter.

Any ideas? If there was a solution then space mapping would be much more fun and realistic with an actual difficulty.
#15
I have always wanted a space map which just wasn't another fly around be bored map.

Well know I am taking matters into my own hands and creating one.

In most BF1 space maps the ships barely shoot at you, and the fighters do nothing, and you never get shot at. Well I have changed that with my recent learnings and modifications of auto turrets, orbital beacons, and missile properties.

What I am going to make is part of the Space Battle above Endor, there will be Home One and another Rebel Cruiser and 4 Star Destroyers all pounding away at each other with broadsides using auto turrets. There will be new ships like A wing and Interceptor.

The biggest difference will be that you will constantly be under fire. How is this possible? Well I modified the orbital beacon so that your ship automatically shoots it and it sticks to your ship, then I modded the angle that it comes down, and now there is constant fire from 2 angles shooting at your ship.

Any one else who has ideas or wants to help feel free to post, the more ideas the better, and of course I could do this alone but it is always nice to have some help.