Anakin wrote:they rest at the position in the sky where it was droped
Yes for second option, they rest in the same position when you "fire" it 4 secs, then they expires. In the video the light wall looks cut, but ingame (without screen recording) looks continuos.
EDIT: About the bike. I'm working with the .odf parammeters to get the best set up for it.
Regarding those light trails: Do you intend them to be just a bunch of geometry spat out the back? Using a particle effect with the mode set to 'streak' instead would be reasonably less expensive and more efficient.
Aside from that, everything else looks absolutely fantastic!
By the way, have you created a page for this map on Mod DB? You'll get so much more attention there!
Marth8880 wrote:Using a particle effect with the mode set to 'streak' instead would be reasonably less expensive and more efficient
Then, it can not collide with nothing, in this case I need a weapon, it works like a "bombs", when collide with soldiers or vehicles explodes and causes damage.
Other test that I've done is make a trail effect for a bullet/bomb/geometry, but the result is the same, not collision, not work like weapon.
Its amazing how well non star wars mods breath fresh air into the community. Amazing job so far. The models are superb and I cant wait to see more on the units. I personally loved both films, legacy was pure visual eye candy and so is what your going for.
That was an amazing video. All of the vehicles look like they're actually from the movie, and the recognizer takeoff is even spot on! I just have one question: Are you going to make multiple floors of the lightcycle arena so that we can do the crazy stuff they did in the movie?
Did you want the terrain below or would you rather get rid of it? In ZeroEditor it's possible to reset the terrain, and change its size, too...for example, with my podrace map it was far too laggy to have actual terrain for the whole map (because, of course, it is huge) so I basically opted for no terrain, changed the terrain to something like a 4x4 chunk (about 100 ft X 100 ft in game measurement) and just made models for whatever ground I needed instead. Alternately, you could maybe start it out as a space map instead, so it wouldn't have terrain; I think that's what I did with my crystal forest map.
Amazing work ForceMaster! I like the vehicle variety, it isn't something you see all the time.
To add to what Jaspo said...
There's an option to remove terrain in ZE if you want to get rid of the terrain. Something around the lines of "ingame terrain: yes/no".
Jaspo wrote:Did you want the terrain below or would you rather get rid of it?
Terrain below is for some tests, I'll fix it for final release. Thanks for your suggestion.
And thanks to all for comments.
on topic: i've test a light cycle battle and the AI only runs to enemy cps and no fires the wall when drives. once they arrives the enemy's cps looks statics and not do anymore.
I've put the "AutoFire" line in the odf (not work for hovers?) and planning hubs and connections, so is the wrong game mode, I think, maybe an CTF mode will be best for it.
For the wall weapon, you could make the max range and optimal range really high so that they think they can always hit someone and then the continue to fire. You may also want to look at one of the links in the FAQ about weapon tips and stuff. I know there's some things about weapon firing frequencies in there.
While I do agree with the above post, I also think that an FFA mode would work well. I was thinking about some region capturing mode but then I realized that it wouldn't fit too well.
FFA? Sorry, I don't know how it is, can you explain me please?
After think more about the game modes, I've plain add 3 game modes, 1 per each scene: lightcycle arena (1 or 2 flag ctf), tron city streets (tdm or conquest), simulation sea (assault).