Dogfighting Death Star I v2(updated 07 04 06)
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OnObjectKillName(KillIMPCps, "NameOfExaustPort")11of3 wrote:emmmm....still trying to get the exhaust port to work as a trigger.Tried the advice thats been posted but that did not work(or more like I couldn`t get it to work!)
That goes into scriptPostLoad.
function KillIMPCps()
KillObject("ImpCp1") --repeat as nessessary
This goes anywhere except Pre-Init, Init, or scriptpostload
(Remember to keep all the quotation marks but put the name of your cps and the exaustport in there.
P.S.
If you can figure out sound add this in there:
// For Alderan!
..\gcw\streams\Battle_Chatter\AI1COM193.wav
ooh. nice fun map, only i am stuck playing with no way to win (I went Imps)! Like how you take off from Yavin as Rebels. I wondered how that would work, thought it could look really bad, but I just seems like a super fast lift off, and out into atmosphere. Only problem is that it them makes the rest of the flying seem a bit slow.
I agree with jango232, it would be cool to get some Death Star Gunners to actually man the guns on the DS, but thats really a minor thing, and I can see why you've not put engineer classes in there. I did mark out a bit thinking I could fly the falcon though, but no. Still just a parked model. Threw me off at first with the DS itself, as I flew through one bit I thought I was about to hit, and then crashed into a solid bit. Is it possible to make the whole DS solid?
An idea, what about putting a time limit on to signify the DS superlaser powering up. When time's up it's able to fire and wipe out the Rebels on Yavin, unless the Alliance blow it up with the exhaust port. This would be pretty movie accurate. I am amazed it is possible to have Rebels win by blowing up the exhaust, and am really impressed by using this feature. Looking forward to the final release, but in meantime loving this version.
If only we could get Alec Guiness saying "use the force, luke" as we approached the trench.
I agree with jango232, it would be cool to get some Death Star Gunners to actually man the guns on the DS, but thats really a minor thing, and I can see why you've not put engineer classes in there. I did mark out a bit thinking I could fly the falcon though, but no. Still just a parked model. Threw me off at first with the DS itself, as I flew through one bit I thought I was about to hit, and then crashed into a solid bit. Is it possible to make the whole DS solid?
An idea, what about putting a time limit on to signify the DS superlaser powering up. When time's up it's able to fire and wipe out the Rebels on Yavin, unless the Alliance blow it up with the exhaust port. This would be pretty movie accurate. I am amazed it is possible to have Rebels win by blowing up the exhaust, and am really impressed by using this feature. Looking forward to the final release, but in meantime loving this version.
If only we could get Alec Guiness saying "use the force, luke" as we approached the trench.
hey 11of3, could you give us an update on your progress? i.e. current bugs, fixed bugs from v2, and so on. I been wondering what you have been doing recently, i'm not chastizing you or anything but I was really waiting for the final of this map and wanted to know if v2 was as much as we were getting.
how come NOBODY else thinks it sucks that you actually fly INTO a death-star looking sphere before arriving at what it clearly a platform? Can we at least use some texturing tricks make it look as though the whole DS is sphere shaped? I can't believe I'm the only person to who seems to pick up on this...are we all talking about the same map here?
I have started work on a new map-Dogfighting Death Star II.I want to make a map that has all the dogfighting action around capital ships and a Death Star surface with a tunnel run inside the Death Star.I have not forgot about my first map,just having a break and if I come up with any new ideas while working on my new map,I may go back and put them in DDS v2.The whole flying into the outer Death Star to get to a platform to dogfight over was one of the tricks used that I said that some people would like and others wouldn`t.The thing to bear in mind is the first map was built with everything that is already in the game(apart from the sphere used for Yavin 4).The great thing about this website and others that allow people to post maps,is that people all over the world get to play other peoples work and pass comments and feedback is what makes all the mods out there get better.The Death Star maps I have done/working on are some of the battles that really should have been in the game,but it is down to the modders out there to build them.Everyone that has played both my Death Star maps know what I can do mostley on my own,but what could be done with a group of modders working on the utimate Death Star maps?
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