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Messages - Dark_Phantom

#991
SWBF1 Modding / Re: super droid
August 04, 2013, 02:37:18 PM
Isn't there a "SkeletonScale" odf line?  Now I've got to go look...

Edit:
tat_inf_jawa.odf
GeometryName = "tat_inf_jawa"
SkeletonName = "tat_inf_jawa"
GeometryLowRes = "tat_inf_jawa_low1"
SkeletonLowRes = "tat_inf_jawa_lowres"
AnimationName = "all_inf_snowtrooper"

SkeletonRootScale = "0.6"
SkeletonRootScaleLowRes = "0.6"
CollisionRootScale = "0.6"


Substitute the SBD stuff in there then.
#992
SWBF 1 and 2 Tournaments / Re: Official ICW 3 Thread
August 04, 2013, 02:15:00 PM
Here it is, the main lua for no radar mod maps (If you are wondering, most of this is just copy/pasted from file to file).  It looks just like a normal mission.lua file but it does have some differences in it:
[spoiler]corus2a.luafunction ScriptInit()
--  Empire Attacking (attacker is always #1)
    local ALL = 1
    local IMP = 2
--  These variables do not change
    local ATT = 1
    local DEF = 2

    AddMissionObjective(IMP, "red", "level.corus2.objectives.1");
    AddMissionObjective(IMP, "orange", "level.corus2.objectives.2");
    AddMissionObjective(IMP, "orange", "level.corus2.objectives.3");
    AddMissionObjective(ALL, "red", "level.corus2.objectives.1");
    AddMissionObjective(ALL, "orange", "level.corus2.objectives.2");
    AddMissionObjective(ALL, "orange", "level.corus2.objectives.3");
   
      SetTeamAggressiveness(IMP, 0.95)
SetTeamAggressiveness(ALL, 0.95)



    ReadDataFile("sound\\nab.lvl;nab1gcw")
    ReadDataFile("dc:SIDE\\all.lvl",
        "all_inf_basicurban",
        "all_inf_basicdesert");

    ReadDataFile("dc:SIDE\\imp.lvl",
        "imp_inf_basic_tie");

    SetAttackingTeam(ATT);

--      Alliance Stats
    SetTeamName(ALL, "Alliance")
    SetTeamIcon(ALL, "all_icon")
    AddUnitClass(ALL, "all_inf_soldierurban",1)
    AddUnitClass(ALL, "all_inf_vanguard",1)
    AddUnitClass(ALL, "all_inf_pilot",1)
    AddUnitClass(ALL, "all_inf_marksman",1)
    AddUnitClass(ALL, "all_inf_soldiericw",1)

--      Imperial Stats
    SetTeamName(IMP, "Empire")
    SetTeamIcon(IMP, "imp_icon")
    AddUnitClass(IMP, "imp_inf_storm_trooper",1)
    AddUnitClass(IMP, "imp_inf_shock_trooper",1)
    AddUnitClass(IMP, "imp_inf_pilottie",1)
    AddUnitClass(IMP, "imp_inf_scout_trooper",1)
    AddUnitClass(IMP, "imp_inf_shockstormtrooper",1)

--  Attacker Stats
    SetUnitCount(ATT, 5)
    SetReinforcementCount(ATT, 200)
--    AddBleedThreshold(ATT, 31, 0.0)
--    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 5)
    SetReinforcementCount(DEF, 200)
--    AddBleedThreshold(DEF, 31, 0.0)
--    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0)
    AddWalkerType(1, 10)
    AddWalkerType(2, 2)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
--  SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("EntityLight", 134)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(5.0, 0.25)
    ReadDataFile("dc:corus2\\corus2.lvl")
    SetDenseEnvironment("true")
    SetMaxFlyHeight(1000)
    SetMaxPlayerFlyHeight(1000)


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatgcw_music");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_vo");
    OpenAudioStream("sound\\gcw.lvl",  "gcw_tac_vo");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");

    SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "Allleaving");
    SetOutOfBoundsVoiceOver(1, "Impleaving");

    SetAmbientMusic(ALL, 1.0, "all_tat_amb_start",  0,1);
    SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
    SetAmbientMusic(ALL, 0.1,"all_tat_amb_end",    2,1);
    SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start",  0,1);
    SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
    SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end",    2,1);

    SetVictoryMusic(ALL, "all_tat_amb_victory");
    SetDefeatMusic (ALL, "all_tat_amb_defeat");
    SetVictoryMusic(IMP, "imp_tat_amb_victory");
    SetDefeatMusic (IMP, "imp_tat_amb_defeat");



    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");

    --SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
    --SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
    --SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training

    --SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
    --SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
    --SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training


--  Camera Stats
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
end

corus2c.lua
    ReadDataFile("sound\\nab.lvl;nab1cw")
    ReadDataFile("dc:SIDE\\rep.lvl",
        "rep_inf_basic");

    ReadDataFile("dc:SIDE\\cis.lvl",
        "cis_inf_basic",
        "cis_inf_basic_battledroids");
   
    SetAttackingTeam(ATT);

--      Republic Stats
    SetTeamName(REP, "Republic")
    SetTeamIcon(REP, "rep_icon")
    AddUnitClass(REP, "rep_inf_clone_trooper",1)
    AddUnitClass(REP, "rep_inf_arc_trooper",1)
    AddUnitClass(REP, "rep_inf_clone_pilot",1)
    AddUnitClass(REP, "rep_inf_clone_sharpshooter",1)
     AddUnitClass(REP, "rep_inf_arcclone",1)
     
--      CIS Stats
    SetTeamName(CIS, "CIS")
    SetTeamIcon(CIS, "cis_icon")
    AddUnitClass(CIS, "cis_inf_battledroid_inf",1)
    AddUnitClass(CIS, "cis_inf_assault",1)
    AddUnitClass(CIS, "cis_inf_pilotdroid",1)
    AddUnitClass(CIS, "cis_inf_assassindroid",1)
    AddUnitClass(CIS, "cis_inf_battledroid",1)
     
--  Attacker Stats
    SetUnitCount(ATT, 5)
    SetReinforcementCount(ATT, 200)
--    AddBleedThreshold(ATT, 31, 0.0)
--    AddBleedThreshold(ATT, 21, 0.75)
    AddBleedThreshold(ATT, 11, 0.75)
    AddBleedThreshold(ATT, 10, 1.5)
    AddBleedThreshold(ATT, 1, 3.0)

--  Defender Stats
    SetUnitCount(DEF, 5)
    SetReinforcementCount(DEF, 200)
--    AddBleedThreshold(DEF, 31, 0.0)
--    AddBleedThreshold(DEF, 21, 0.75)
    AddBleedThreshold(DEF, 11, 0.75)
    AddBleedThreshold(DEF, 10, 1.5)
    AddBleedThreshold(DEF, 1, 3.0)

--  Level Stats
    ClearWalkers()
    AddWalkerType(0, 0) -- Droidekas
    AddWalkerType(1, 10)
    AddWalkerType(2, 2)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityFlyer", 5)
--  SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
--  SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
    SetMemoryPoolSize("SoundSpaceRegion", 81)
    SetMemoryPoolSize("PowerupItem", 60)
    SetMemoryPoolSize("EntityMine", 40)
    SetMemoryPoolSize("EntityLight", 134)
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("Obstacle", 725)
    SetSpawnDelay(5.0, 0.25)
    ReadDataFile("dc:corus2\\corus2.lvl")
    SetDenseEnvironment("true")
    --AddDeathRegion("Sarlac01")
    SetMaxFlyHeight(1000)
    SetMaxPlayerFlyHeight(1000)


--  Sound Stats
    OpenAudioStream("sound\\tat.lvl",  "tatcw_music");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3");
    OpenAudioStream("sound\\cw.lvl",  "cw_vo");
    OpenAudioStream("sound\\cw.lvl",  "cw_tac_vo");
    OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");
    --OpenAudioStream("dc:sound\\tat.lvl",  "tat3_emt");

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1);
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1);
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1);

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1);
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1);

    SetOutOfBoundsVoiceOver(2, "repleaving");
    SetOutOfBoundsVoiceOver(1, "cisleaving");

    SetAmbientMusic(REP, 1.0, "rep_tat_amb_start",  0,1);
    SetAmbientMusic(REP, 0.99, "rep_tat_amb_middle", 1,1);
    SetAmbientMusic(REP, 0.1,"rep_tat_amb_end",    2,1);
    SetAmbientMusic(CIS, 1.0, "cis_tat_amb_start",  0,1);
    SetAmbientMusic(CIS, 0.99, "cis_tat_amb_middle", 1,1);
    SetAmbientMusic(CIS, 0.1,"cis_tat_amb_end",    2,1);

    SetVictoryMusic(REP, "rep_tat_amb_victory");
    SetDefeatMusic (REP, "rep_tat_amb_defeat");
    SetVictoryMusic(CIS, "cis_tat_amb_victory");
    SetDefeatMusic (CIS, "cis_tat_amb_defeat");



    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin");
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout");
    --SetSoundEffect("WeaponUnableSelect",  "com_weap_inf_weaponchange_null");
    --SetSoundEffect("WeaponModeUnableSelect",  "com_weap_inf_modechange_null");
    SetSoundEffect("SpawnDisplayUnitChange",       "shell_select_unit");
    SetSoundEffect("SpawnDisplayUnitAccept",       "shell_menu_enter");
    SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change");
    SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter");
    SetSoundEffect("SpawnDisplayBack",             "shell_menu_exit");

    --SetPlanetaryBonusVoiceOver(CIS, CIS, 0, "cis_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 0, "cis_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 2, "cis_bonus_cis_sensors");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 2, "cis_bonus_rep_sensors");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 3, "cis_bonus_cis_hero");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 3, "cis_bonus_rep_hero");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 4, "cis_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 4, "cis_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 5, "cis_bonus_cis_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(CIS, REP, 5, "cis_bonus_rep_sabotage");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(CIS, CIS, 7, "cis_bonus_cis_training");--advanced training
    --SetPlanetaryBonusVoiceOver(CIS, REP, 7, "cis_bonus_rep_training");--advanced training

    --SetPlanetaryBonusVoiceOver(REP, REP, 0, "rep_bonus_rep_medical");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 0, "rep_bonus_cis_medical");
    --SetPlanetaryBonusVoiceOver(REP, REP, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 1, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 2, "rep_bonus_rep_sensors");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 2, "rep_bonus_cis_sensors");
    --SetPlanetaryBonusVoiceOver(REP, REP, 3, "rep_bonus_rep_hero");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 3, "rep_bonus_cis_hero");
    --SetPlanetaryBonusVoiceOver(REP, REP, 4, "rep_bonus_rep_reserves");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 4, "rep_bonus_cis_reserves");
    --SetPlanetaryBonusVoiceOver(REP, REP, 5, "rep_bonus_rep_sabotage");--sabotage
    --SetPlanetaryBonusVoiceOver(REP, CIS, 5, "rep_bonus_cis_sabotage");
    --SetPlanetaryBonusVoiceOver(REP, REP, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, CIS, 6, "");
    --SetPlanetaryBonusVoiceOver(REP, REP, 7, "rep_bonus_rep_training");--advanced training
    --SetPlanetaryBonusVoiceOver(REP, CIS, 7, "rep_bonus_cis_training");--advanced training


--  Camera Stats
--Tat 3 - Jabbas' Palace
    AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);

end

[/spoiler]
You are like "Hey Phantom, why are those units I've never seen in there?"  Well, they're really just skinned over troopers with a couple adjustments to keep from placing your own sides with radar in, which the actual sides will be done in a little bit.  By troopers I mean guys with rifles. So if you don't like rifles, sorry.
#993
General / Re: In your opinion.
August 01, 2013, 06:16:48 PM
The Thrawn Trilogy had to be, if not my favorite, one of my favorite series of all the Star Wars books.  And I've read a LOT of them.  Whole bookshelf dedicated to them.   8)

Edit: I forgot to answer the question.  I think Thrawn is a cool character.  Chiss are awesome, and specifically he is created very well by Timothy Zahn in those books.  If you get the chance, also read Outbound Flight.  It gives more insight on what they are talking about in the Trilogy.
#994
Requests / Re: big Tatooine map.
August 01, 2013, 05:57:31 PM
I had tried it, but Ltin is right.  Someone better at .msh modding than I am will have to do outsides to the buildings, because I can't.
#995
SWBF1 Modding / Re: Tatooine map
August 01, 2013, 04:38:22 PM
I think I have an .odf file somewhere for a crate dispenser or something close.  I'll need to look for it real quick or whip it up.

Notice:  In case you only read a little, follow-me crate does not work in MP.  I have a deployable mouse droid just like it and it crashes MP.  But the crate itself does work in MP I think.
#996
Get those rancors done and in there too if this gets completed.  That would be a fun addition to the map.

Make a whole series of Rakata Prime if it becomes a project.  There's so many different spots that could be whole levels (temple, Arena of The One, the whole "outside world", etc.).  KoTOR has to rank up there in terms of my favorite Star Wars games, the only thing I disliked was the turn-based battling.  Turn it into a more JK feel and it would be even better.
#997
Quote from: Shazam on July 31, 2013, 07:13:00 PM
If you do not want to play in a battle if your opponent has radar, then just participate in the anti-radar mod maps.  I will work with the modders to ensure that there will be maps that prohibit radar.

If you want to use radar, go ahead and use it.  We can't stop you from using it.

If you don't care, then you can decide whether or not you want to download the radar mod.
This sounds good to me.  I just watched this whole thread explode into something that it shouldn't have.  It turned from a semi-healthy radar discussion to full blown bashing of two sides.

If you're the better team, it's not going to matter in the long haul if you have any mods or not.  The best team will win.  The tournament will be played long enough that it will clearly separate the winners from losers, and one team will not win every single match with mods alone.
#998
Quote from: admiralkevin01 on July 31, 2013, 04:37:18 PM
Hello everyone,

I hate to state the same opinion as my fellow "star wars gamers" here, but I want to comment about my opinion on this so called radar.

We are all "Star Wars gamers" and this was made to hear your opinion. :)
I think, though, that this has become a bigger deal than it really is.  The mod is open source, free for usage.  Phobos said all you have to do is ask.

I am willing to script out a MP shell and sides for ICW3 mod quickly, but I'm not quite sure that's the solution right now.  Also, I'm posting my lua because I'm completely and utterly stumped. 

Note:  Recon droid has radar.  A watered down (small radius) version, but STOCK recon has radar.
#999
For me, it's Endor.  They both have good designs I think, but overall I think Endor had a better "feel" to it than Temple.  Maybe it was just a more classic battle, but the usage of the trap (which someone needs to recreate in a different trap sometime) and the tree huts really got my attention.  If the AI could be smarter about paths and camping and flanking, it could be excellent.  So could a bunch of other maps, though.  :shrug:


Ewoks are great.  Try putting like 100 of them vs a few Imperials and it's funny watching them swarm like bugs.
#1000
I was actually thinking something along these lines:
I have been doing a lot of work on a third era mod.  I have been able to get it to read whatever level you pick (Stock or Addon, there are a couple exceptions), and then it uses only one lua file that loads everything you need.  What could be done is have an ICW mod basically.  New shell, mission, and extra side files would be all it would need, and it works for every map.  I'm going to try messing with the .lua a little bit more (it's having issues atm).

I am curious as to whether a "radar class randomizer" would work though.

Another thought I had was just have side mods that give the special classes a "sensor drone" that, when deployed, gives a radar effect.  Recon droid kind of does it already, though, I guess.
#1001
Quote from: ggctuk2005 on July 17, 2013, 09:08:59 AM
Not quite: the ODF for the remote droid has a line called "SwitchImmediately" which, I believe, makes the player automatically switch to the probe droid when they deploy it. My hope is that it should be a simple matter of commenting this out and setting the PilotType, which is set to "remote", to "self", then setting all acceleration and movement settings appropriately so it doesn't move.
Beware:  I think my method was relatively the same as yours (I think I used "dispenser" instead of "Remote" classlabel for deploying).  I don't remember if Napseeker's turrets worked in MP or not, but adding an extra AI to the field in MP causes the game to crash.

As long as you're in SP though, you're ok.  More flexibility there.
#1002
For me, it's a situation where it is the player's preference.  I've known how to use radar mod for a long time, but I rarely use it.  I have no problem with those who choose to use it.  I find the suspense of not knowing where the opponent is exciting.

And now that it is open source pretty much, anyone can use it.  So, if you think the person across from you is using radar and is gaining a great advantage by it, it's your fault for not doing the same.  And don't say "I'm too lazy" as an excuse.  Get someone to help you then, most of us won't bite.
#1003
I think that the previous maps were good.  Most SWBF1 and 2 maps plus some of the great mod maps.  I think Coruscant: Streets should definitely be in there.
#1004
Quote from: tirpider on July 22, 2013, 09:33:54 PM
I used to play as C-3PO when dueling online in JK.
Folks called me dumb.
Those are probably the same guys that called me dumb when I would sit mines around corners and they would die.
Dumb is all a matter of opinion.  :moo:
#1005
Quote from: tirpider on July 25, 2013, 06:48:39 PM
I've seen references to a "frontline" folder in my research.
That's a cool name, but more likely the development title than an engine name.

There's something like that referenced in the exe, I think it's what they pretty much called the ingame interface from looking at developer notes in the .lua files.