SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: jdee-barc on September 26, 2012, 10:17:46 AM

Title: Animals as local side?
Post by: jdee-barc on September 26, 2012, 10:17:46 AM
If you look on Naboo and Hoth, Kaadu and Tauntauns spawn as pilotable vehicles, as opposed to standalone ai units. How should I go about trying to change the odfs to make them ai units so I can have say, a kaadu as a local third team on naboo?
Title: Re: Animals as local side?
Post by: Led on September 26, 2012, 10:53:51 AM
Interesting question.  Let's see if SleepKiller is awake!
Title: Re: Animals as local side?
Post by: SleepKiller on September 26, 2012, 01:44:45 PM
Making a vehicle something that walks around by itself, I don't know maybe. I have a theory that I will try to test soon and I will get back to you.
Title: Re: Animals as local side?
Post by: RepComm on September 26, 2012, 02:51:27 PM
can't you just change the ODF to say: Geometryname = "kaadu.msh" or whatever its called? Then the AI would be gungan 'horses' with weapons xP
Title: Re: Animals as local side?
Post by: Snake on September 27, 2012, 10:36:59 AM
I have been wondering about this very question! And no, the mesh would be all jumbled up and look crazy.
Title: Re: Animals as local side?
Post by: Unit 33 on September 27, 2012, 11:00:50 AM
Bones and stuff make it an issue right? Why can't you apply the lines that allow other unusual models work as units, for instance the R2D2 or Probe droid?
Title: Re: Animals as local side?
Post by: Sereja on September 27, 2012, 11:44:12 AM
R2D2, at least, in my maps, has ewok skeleton, and may be playable.
Probe Droids, has special class, "droid", and for real, they are boneless hovers. The only walker, that can be spawn as locals, it's droideka, but it seems, that class (walkerdroid), impossible to edit...
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