Heroes in Space possible?
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- Missing Jedi Admin
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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'...
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:
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.
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.
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.
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.
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- Missing Jedi Admin
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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"...
You should read them in order to get the "basis" of the "Sound Implementation"...
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- Rebel Colonel
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- Sky_216
- Droid Pilot Assassin
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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...)
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...)
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): 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.
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")