Heroes in Space possible?

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-=Sithicalohiny=-

Post by -=Sithicalohiny=- »

But those are the ships that you can respawn at, then the bots get in before you do?
Blackcurrent

Post by Blackcurrent »

Nope, cause if it's possible, you make another hanger, which means no waypoints for bots, which means no bots there. And the hero vehicle shouldn't be a mobile spawn point.
-=Sithicalohiny=-

Post by -=Sithicalohiny=- »

Only if it's possible.
Blackcurrent

Post by Blackcurrent »

Yes, but if it isn't we will just have to find another solution. But incase this works, it's good.
SmokeY_Trooper'

Post by SmokeY_Trooper' »

yeah its a good point Blackcurrent. Some heros cant enter any vechile for example yoda
Blackcurrent

Post by Blackcurrent »

Hmm...did n't know that, but on the other hand, i know that some of them can...i think. But that would be quite easy to fix, with some editing of the codes...i think.
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Post by Leviathan »

The fact some Heroes are unable to take control of vehicles is surely related to an entry added in their main *.ODF file... The same process had been also used in SWBF, to prevent Jedi / Sith from capturing enemy Command Posts... Also, I don't think Pandemic Studios / LucasArts had decided to change this "structure" in SWBF II, so your thought must be valid, current'...
Blackcurrent

Post by Blackcurrent »

Well, Luke is able to enter vehicles, at least on Mygeeto.
Dvondrake

Post by Dvondrake »

Most Jedi and Sith are able to enter vehichles and capture command posts as far as I know.. :-\
Blackcurrent

Post by Blackcurrent »

They can all capture command posts, but some of them can, as SmokeY' said, can't enter vehicles
Blackcurrent

Post by Blackcurrent »

Also, i have found that at least the two capital ships in the GCW era were planed with two hangars, just look at this screen:
Image

And on the Mon Calamari cruiser there is another hangar on the other side, but it's closed. Taht would be two good places to put the hero ships. The stardestroyer also has the hangar underneath, which could also be opened and maped.

For the CW era it's a bit harder. But i have some kind of idea:

It would be cool to have a droid control ship, so if it's possible the CIS cruiser could be replaced with a better textured version of the droid control ship. To balance this (since it has two large hangars) the Reps could have two capital ships, with two hangars each. This would make an enormous space battle, which would be real cool.
CO-Grievous

Post by CO-Grievous »

Or just put the Droid control ship's hangar in the middle ball(yes i know unrealistic) but you could have the main systems(shield generator and the others) there what would be logical. And i think Reps wouldn't need 2 ships with 2 hangers. They already have only one hangar on the Venator, while Cis has almost 2 hangars. They can fly out to 2 directions and spawn twice the amount of ships that Rep does, and they're balanced.
Blackcurrent

Post by Blackcurrent »

Well, actually CIS don't spawn twice as many ships as Reps, since when a CIS ship is crached, it takes some time for it to respawn, but when a Rep ship is destroyed it respawns instantly, most often before the player (in SP). But since CIS has two spawnpoints for some ships on the Large map, it seems as though they have more ships.
Blackcurrent

Post by Blackcurrent »

And that's what makes it balanced. If it had not been so, then the game would had been HUGELY unbalanced.
Aramyl

Post by Aramyl »

lol, this is interesting to say the least. it seems as if you could probably get some good quotes of the heroes in their ships from the movie. I know Obi Wan has a few, so sounds would be easy to find - i dont know about putting them in though.
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Post by Leviathan »

Aramyl, the steps required to insert new sounds in Star Wars Battlefront II might not be different from SWBF's, which can be found in this psych0fred web-site's section...
You should read them in order to get the "basis" of the "Sound Implementation"... :wink:
Aramyl

Post by Aramyl »

Ok, thanks, i'll do that straight away.
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Post by Astute »

It would be cool to have a droid control ship,
Droid Control Ship + Naboo Star Fighter = Episode 1 space battle

would be cool if someone pulled that off.
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Post by Sky_216 »

Hey, here's an idea:

How about a space hero assault map-like ME assault but everyone has hero ships. Indestructible CAP ships and frigates give you no points. Maybe you should spawn in your ships (already flying) so you can't just use any hero with any ship.


Oh and here is another hero ship

Nym's Havoc

Heaps of health, bomber speed but gunship stamina and the turret behind the cockpit is like a Y-wing one but automatic.
Primary weapon: Lasars (like ARC-170 lasars but yellow)
Secondary: Cluster Bombs (Like A-Wing/Jedi fighter/TIE interceptor rockets but shootrs about 60 at a time in a shotgun pattern in front of you Maybe they shouldn't be homing...)
LordofEntropy

Post by LordofEntropy »

Should be possible... each level has scripts at the start which tells the game which characters classes to load, as seen here (from C:\BF2_ModTools\assets\scripts\SPA\spa1g_Diet Dr. Pepper, one of the assault space mission scripts):

Code: Select all

     ReadDataFile("SIDE\\all.lvl",
        "all_inf_pilot",
        "all_inf_marine",
        "all_fly_xwing_sc",
        "all_fly_ywing_sc",
        "all_fly_awing",
        "all_fly_gunship_sc")
        
     ReadDataFile("SIDE\\imp.lvl",
        "imp_inf_pilot",
        "imp_inf_marine",
        "imp_fly_tiefighter_sc",
        "imp_fly_tiebomber_sc",
        "imp_fly_tieinterceptor",
        "imp_fly_trooptrans")
All you should have to do is replace one of the spawnable classes (or even add a new one) with the replacement hero's ODF and TGA file names (twice in the .lua script, once in SideID.req, and once in SideIDshell.req). I'll admit I've done no space modding so far, but that is how it works for ground maps, and I don't see why spawning classes should be any different in space.
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