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ARC: RV - Ponderings

Posted: Tue Feb 14, 2006 11:19 pm
by OOM-9
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?

RE: ARC: RC - Ponderings

Posted: Wed Feb 15, 2006 12:00 am
by Astute
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.

Posted: Wed Feb 15, 2006 8:25 pm
by RDST
Hmmm assualt mode :? I guess it all depends on whether you can edit these with mod tools. Its fun to speculate isn't it :o

Posted: Thu Feb 16, 2006 12:43 pm
by OOM-9
lets hope

Posted: Thu Feb 16, 2006 6:30 pm
by RDST
I'd also want to know how easy it would be to input these triggers. You never know it might be coding, mapping, etc... :?

Posted: Fri Feb 17, 2006 2:12 am
by OOM-9
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 :P

We shall see how things work in the engine when the tools come out and we can start tinkering :)

Posted: Fri Feb 17, 2006 2:44 pm
by Delta_57_Dash
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.

Posted: Fri Feb 17, 2006 8:14 pm
by OOM-9
sides will differ depending on map. Mulinist will have normal clones, arc troopers (limit 4) and Commander Fordo (hero)

Posted: Fri Feb 17, 2006 10:59 pm
by Delta_57_Dash
fordo! SWEET!

Posted: Sun Feb 19, 2006 8:57 am
by Delta_57_Dash
fordo = guy in my sig (WARNING!: THIS IS A BUMP!!! WARNING!: THIS IS A BUMP!)

Posted: Sun Feb 19, 2006 10:43 am
by OOM-9
no need to bump... this will fill up asap once the tools are out :)

Posted: Sun Feb 19, 2006 11:51 am
by -=Sithicalohiny=-
That has been said in many other topics.

Posted: Sun Feb 19, 2006 12:07 pm
by JabbaLovesLava
So basically fordo will have a blaster pistol and a blater rifle, then maybe some granades and mines? Could be, but they should have incresed fire-rate and increased damage.

Posted: Sun Feb 19, 2006 10:06 pm
by OOM-9
he'll just have reward weaponry :)

Posted: Sun Feb 19, 2006 10:15 pm
by Trans
Shouldn't the name of this thread be "ARC: RV - Ponderings"? ;)

Posted: Mon Feb 20, 2006 1:41 pm
by OOM-9
yes GAH, like 5 people pointed that out *pouts*


MY BAD

Posted: Mon Feb 20, 2006 2:11 pm
by Delta_57_Dash
you do know oom that you CAN change the title by edditing your first post....

Posted: Wed Feb 22, 2006 10:45 pm
by OOM-9
Still haven't found anything to do with campaign scripting, though the animation tut is about getting props and such moving through your maps to bring it life...