ARC: RV - Ponderings
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ARC: RV - Ponderings
Mkay, well if you have played the campiegn you have noticed all kinds of scripted triggered events, like the jedi spawning in the corescant level. The gunships arriving in Mygeeto and doing strafing runs, and the disabled ATTE in Felucia.
All of this is awsome because of the simple fact it will allow me to add all kinds of stuff to the ARC: RV mod.
I duno, but I speculate the events are triggered by players entering areas or CPs becoming team owned or something... in the tutorial new spawn points even spawn in when you accomplish objectives.
Question is, will scripts like these work in Multi-player.
For instance, ARC team is required to move up and eliminate AA turrets across the city so that the gunships can move in and provide air support.
I wonder if there are players playing the CIS team if the scripts will be implicated... or if I did something along the lines of the Jedi in the corescant mission, with some sort of bosses spawning it, will droid forces trip the triggers and cause premature script firing?
I know since the tools aren't out this is all guess work, but maybe someone has some insight that I don't have?
All of this is awsome because of the simple fact it will allow me to add all kinds of stuff to the ARC: RV mod.
I duno, but I speculate the events are triggered by players entering areas or CPs becoming team owned or something... in the tutorial new spawn points even spawn in when you accomplish objectives.
Question is, will scripts like these work in Multi-player.
For instance, ARC team is required to move up and eliminate AA turrets across the city so that the gunships can move in and provide air support.
I wonder if there are players playing the CIS team if the scripts will be implicated... or if I did something along the lines of the Jedi in the corescant mission, with some sort of bosses spawning it, will droid forces trip the triggers and cause premature script firing?
I know since the tools aren't out this is all guess work, but maybe someone has some insight that I don't have?
Last edited by OOM-9 on Tue Feb 21, 2006 10:05 pm, edited 1 time in total.
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- Rebel Colonel
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RE: ARC: RC - Ponderings
Yes, i saw quite a lot of triggers in the campaign.. which is really cool. Hmm, well from the looks of the coroscant level i doubt that the droids would have any effect on the triggers. Unless of course its set to fire on player entry and not faction + player entry. Some thoughts on ideas, taking spawns or moving to certain places could allow artillery barrages and gunship landings on key locations, which could alter the strategic approach to a map(defend the AA guns, Otherwise the generator will be bombed, the shields will go down, and we'll lose the final spawn). Hmm, makes me wonder if you could spawn moving scenery though.
exactly...
I used to mod for Neverwinter Nights, a D&D RPG, and you could lay out triggers and set variables on the triggers. Of course I am not going to hold my breath and hold out any hope for Pandemic to make such a user friendly toolset
We shall see how things work in the engine when the tools come out and we can start tinkering
I used to mod for Neverwinter Nights, a D&D RPG, and you could lay out triggers and set variables on the triggers. Of course I am not going to hold my breath and hold out any hope for Pandemic to make such a user friendly toolset
We shall see how things work in the engine when the tools come out and we can start tinkering
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- Jedi
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Hey oom I was thinking about teh sides...
Arc Trooper
Arc Assault Rifle
Grenade Launcher (5 shots)
(2)Thermal (3)
(2)Mines (4)
Arc Tank Buster (this guy rules)
Arc Carbine
Arc Heavy Launcher (2 rockets)
(2)Fusion Cutter
(2)Mines (6)
Arc Medic
Arc Carbine
Arc Caster
(2)Bacta Wave*
Arc Commander
DC-17 Hand Repeating Blaster (aka, award pistol with infinite ammo)
Emp Launcher (4 rockets)
(2)Thermals ( 8 )
(2)Emp Wave**
Arc Jettrooper
Arc Assault Rifle
Arc Heavy Launcher (2 rockets)
(2)Thermal (3)
Arc Spec Ops
Z-6 Rotary Blaster Cannon (chaingun)
Arc Carbine
(2)Grapple
*- Heals 150 to all organics in range
**- deals 100 damage and "poisons" all droids in range.
Arc Trooper
Arc Assault Rifle
Grenade Launcher (5 shots)
(2)Thermal (3)
(2)Mines (4)
Arc Tank Buster (this guy rules)
Arc Carbine
Arc Heavy Launcher (2 rockets)
(2)Fusion Cutter
(2)Mines (6)
Arc Medic
Arc Carbine
Arc Caster
(2)Bacta Wave*
Arc Commander
DC-17 Hand Repeating Blaster (aka, award pistol with infinite ammo)
Emp Launcher (4 rockets)
(2)Thermals ( 8 )
(2)Emp Wave**
Arc Jettrooper
Arc Assault Rifle
Arc Heavy Launcher (2 rockets)
(2)Thermal (3)
Arc Spec Ops
Z-6 Rotary Blaster Cannon (chaingun)
Arc Carbine
(2)Grapple
*- Heals 150 to all organics in range
**- deals 100 damage and "poisons" all droids in range.
-
- Jedi
- Posts: 1187
- Joined: Fri Jun 10, 2005 2:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
-
- Jedi
- Posts: 1187
- Joined: Fri Jun 10, 2005 2:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
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- Sith
- Posts: 1396
- Joined: Tue Jun 07, 2005 11:50 am
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- Jedi
- Posts: 1187
- Joined: Fri Jun 10, 2005 2:46 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set