Dogfighting Death Star I v2(updated 07 04 06)

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11of3

Dogfighting Death Star I v2(updated 07 04 06)

Post by 11of3 »

this is the latest version of my dogfighting Death Star I map based on the feedback from the beta release.
whats new?
-trench is now longer,narrower and shallower.
-trench has been re-postioned.
-new textures for the death star
-death region removed.
-new floor for the rebel base
-manned guns added.
-cap ship icons removed.
-turrets weaker with longer repair time
-improved AI
-ctf-flag added,with goals at each end of the trench run.
Image
Image
Image
http://files.filefront.com/DDSzip/;4964 ... einfo.html

enjoy,and please leave feedback and tips.
badass7

RE: Dogfighting Death Star I v2(updated 07 04 06)

Post by badass7 »

Downloading now. Last version was great, this one looks simply amazing! :D
Schizo

RE: Dogfighting Death Star I v2(updated 07 04 06)

Post by Schizo »

Oh man, that's awesome. Just gotta try this baby out. Looking good man.

Did you ever find a way to make the exhaust port trigger an instant win? Or at least be worth some points? Hopefully we can figure it out sometime, because it'd add a new element to this map. Rebels win if they destroy the exhaust port, Imps win if the timer runs out (if you can get one to work, that is).
^Destroyer^

Post by ^Destroyer^ »

Oww yeah finally next version! Can't wait to try it out since i got to go now. I'll download it now and try it later, looks awsome :)

^Destroyer^
11of3

Post by 11of3 »

no I couldn`t figure a way to set the port as a trigger.
Wadi

Post by Wadi »

looks awesome, but could you for the next version put in a visual effect or something that makes it look part of the surface of a sphere? I still don't believe that's anything more than a platform in space. Loving the textures, though.
YT-1300

Post by YT-1300 »

Wadi wrote:looks awesome, but could you for the next version put in a visual effect or something that makes it look part of the surface of a sphere? I still don't believe that's anything more than a platform in space. Loving the textures, though.
i agree! great map, but maybe you can put in a background or some element to make it look like the surface goes on, and makes the area look like part of a sphere. but still great concept, needs tweaks here and there, but great concept and good fun. :D
n0bs

Post by n0bs »

just played it i really liked it but only couple problems... it feels like im going sooooooo slowly in the trench and wen i finally do get in the trench i get ripped up by guns.....lol yea thas about it but otherwise great improvement from ur last version
Trans

Post by Trans »

n0bs wrote:it feels like im going sooooooo slowly in the trench and wen i finally do get in the trench i get ripped up by guns.....
That is the way it was in the movie, and other games.

btw, how do I know when Assault is over? When I play I just get a " -- " instead of the usual reinforcement count or assault count. Does this mean that Assault is never ending?
11of3

Post by 11of3 »

Trans wrote:
n0bs wrote:it feels like im going sooooooo slowly in the trench and wen i finally do get in the trench i get ripped up by guns.....
That is the way it was in the movie, and other games.

btw, how do I know when Assault is over? When I play I just get a " -- " instead of the usual reinforcement count or assault count. Does this mean that Assault is never ending?
yes it`s never ending!to remove the cap ship icons and the mission objectives I had to edit some lines out in the script file.This results in the-- count on the screen.If some one could let me know how to set the exhaust port as a trigger for a rebel win and a 15 minute timer for an imp win,that would fix that problem.
Darkwedge

Post by Darkwedge »

Just got a small question... is there anyway to add in the Death Star hangars from the Death star lvl to this lvl instead of teh star destoryer hangar?
Narlie-Charlie

Post by Narlie-Charlie »

Darkwedge wrote:Just got a small question... is there anyway to add in the Death Star hangars from the Death star lvl to this lvl instead of teh star destoryer hangar?
Yeah, and it would be nice if you could make the interior more like the death star, white walls, black floors, and all that jazz.
n0bs

Post by n0bs »

Trans wrote:
n0bs wrote:it feels like im going sooooooo slowly in the trench and wen i finally do get in the trench i get ripped up by guns.....
That is the way it was in the movie, and other games.

btw, how do I know when Assault is over? When I play I just get a " -- " instead of the usual reinforcement count or assault count. Does this mean that Assault is never ending?
what?!? lol what games have u been playing go bak and play rogue squadron 2 plz and ull find out that ur 100% wrong
Protector_Pulch

Post by Protector_Pulch »

Hmm, what about adding cockpits ? You only've got 3 types, and all of the are also used in BF1 , so you only had to convert the cockpits.
Best ask Rends.
Lateralusj00

Post by Lateralusj00 »

I downloaded it, and I got the exact same version as the first beta.
n0bs

Post by n0bs »

yo but seriously can u plz make it make it seem go a little faster cuz in the rogue squadron 1 and 2 the trench run seems to go a lot faster
xwingguy

Post by xwingguy »

How to make empire lose upon destruction of exaust port:
Stick this into script post load

Code: Select all

OnObjectKillName(KillIMPCps, "NameOfExaustPort")

function KillIMPCps()
       KillObject("ImpCp1") --repeat as nessessary
end
How to make rebels lose:
simply override the time limit in objective and make so imps always win when the time limit is up
yankeefan05
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Post by yankeefan05 »

gr8 downloading now.

I hope the AI r spread out more.
11of3

Post by 11of3 »

Protector_Pulch wrote:Hmm, what about adding cockpits ? You only've got 3 types, and all of the are also used in BF1 , so you only had to convert the cockpits.
Best ask Rends.

tried a few ideas that people have posted to get cockpits working but no joy.Also I pm`ed Rends a couple of weeks ago but got no reply.If some body could make a sides folder and a way to use it in my map that would bring cockpits that would help with the next version.
SPEED!is there a way to change the speed because I have not done anything to the speed of the crafts,the slowness I think is down to the amount/size of the objects in the map.
MercuryNoodles
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Post by MercuryNoodles »

Did you remember to comment out the unmodded fighters from your lua and add the modded versions in? Anyway, if you don't remove the original fighters from the ReadDataFile lines under the ALL.lvl and IMP.lvl, these unchanged fighters will still show up, even if you included the fighters from your own side.lvl file.

Here's what I have in my lua, and both sides have cockpit views set and working for all spacecraft:

Code: Select all

function SetupUnits()
    ReadDataFile("SIDE\\all.lvl",
        "all_inf_pilot",
        "all_inf_marine",
        "all_inf_rifleman_fleet",
        "all_inf_officer",
        "all_inf_sniper_fleet",
        "all_inf_wookiee",
        "all_inf_engineer",
--        "all_fly_xwing_sc",
--        "all_fly_ywing_sc",
--        "all_fly_awing",
--        "all_fly_gunship_sc",
        "all_veh_remote_terminal")
    ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_pilot",
        "imp_inf_marine",
        "imp_inf_rifleman",
        "imp_inf_officer",
        "imp_inf_sniper",
        "imp_inf_dark_trooper",
        "imp_inf_engineer",
--        "imp_fly_tiefighter_sc",
--        "imp_fly_tiebomber_sc",
--        "imp_fly_tieinterceptor",
--        "imp_fly_trooptrans",
        "imp_veh_remote_terminal")
    ReadDataFile("dc:SIDE\\cmb.lvl",
        "cmb_imp_inf_pilot",
        "cmb_imp_inf_rifleman",
        "cmb_imp_inf_sniper",
        "cmb_imp_inf_marine",
        "cmb_imp_inf_engineer",
        "cmb_imp_inf_officer_gray",
        "cmb_imp_inf_dark_trooper",
        "imp_fly_tiefighter_sc",
        "imp_fly_tiebomber_sc",
        "imp_fly_tieinterceptor",
        "imp_fly_trooptrans",
        "cmb_all_inf_pilot",
        "cmb_all_inf_marine",
        "cmb_all_inf_rifleman_fleet",
        "cmb_all_inf_officer",
        "cmb_all_inf_sniper_fleet",
        "cmb_all_inf_wookiee",
        "cmb_all_inf_engineer_fleet",
        "all_fly_xwing_sc",
        "all_fly_ywing_sc",
        "all_fly_awing",
        "all_fly_gunship_sc")

    ReadDataFile("SIDE\\tur.lvl",
        "tur_bldg_spa_all_beam",
        "tur_bldg_spa_all_recoilless",
        "tur_bldg_spa_all_chaingun",
        "tur_bldg_spa_imp_beam",
        "tur_bldg_spa_imp_recoilless",
        "tur_bldg_spa_imp_chaingun",
        "tur_bldg_chaingun_roof"
    )
end
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