TRON: THE GRID

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

Moderator: Moderators

Lieutenant General
User avatar
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set

Re: TRON: THE GRID

Postby ForceMaster » Mon May 08, 2017 12:40 pm

MissingTexture wrote:That's amazing for an update ForceMaster!

Marth8880 wrote:Absolutely incredible work, my dude!

Many thanks dudes! :D

thelegend wrote:I can't believe my eyes. You did really turn this shooter game into a race game. And it even works fine with all those details and...especially the start of the race :shock:
And it looks so amazing overall. The vehicles, buildings and units...just everything. Can't wait to play this mod. One tip from myself: Use YouTube instead of Vimeo. In my opinion YT has a lot of more features, is more known and helps the mod to spread over more people.


Thanks my friend. I will upload videos from the mod in a yt channel soon.

About race mode. I know that for a really convincent race mode you need at least a position system, also timer for checkpoints and lap times.

In this game, that position system is to hard to get (I think), maybe i don't see a cleary way to get it.

So, for now, that race mode is a "sprint" race, you (singleplayer) have a countdown that you need raise the checpoints to get more time. If the timer expires you get defeat. Another problem is that AI is very fool some times and his vehicles may not follow the paths in the way.


About others modes...

TRON CITY
The Classic Conquest mode will turn into "Infection" mode :D

3 Teams ingame, Programs, Sentries and Viruses. First two choosable teams and the third a local team than can "infect" others.

It mean that you can conquest enemy and neutral commandpost but locals can do it also. Virus (locals) team can infect other AI players changing his original team and turn in enemy for both (programs and sentries). I'm working in script that can change the mesh for the unit that has been "infected". There is a new posibility: Double defeat, if the locals get all commandpost, both teams get defeat.

Some pics ingame:

Neutral Commandpost
Image
Every neutral commandpost can be conquested affecting the light of the near buildings
It is very usefull for mark neutral, friendly and enemy zones.

Programs Team commandpost
Image

Sentries Team commandpost
Image
Image

Viruses Commandpost
Image

This is a destructable CP. I'm working on get the infection effect in the commandpost and nearest buildings when Locals conquest it.


END OF LINE CLUB

Survival or wave mode.

In this game mode you play against all enemy AI, you ar a regular program that can upgrade every number of kills. There are 5 waves of enemies increasing power and number of it everytime.

Image

But you are not alone, you have BYTE COMPANION!

Image

This is a self piloted Droid that you can pick up in the game like "follow me" command. I'm Working on a different way to get it, like deployed support unit.

Byte compaion are various types: Agregator, Eradicator, Compilator, Firewaller and Devastator, every one has a special weapon.

Image

Resistance Leader
User avatar
Posts: 4939
Joined: Tue Feb 09, 2010 8:43 pm
Location: Los Angeles, CA
Projects :: EVERYWHERE
Games I'm Playing :: The Division + DEHR
xbox live or psn: Marth8880

Re: TRON: THE GRID

Postby Marth8880 » Mon May 08, 2017 10:56 pm

This is all looking really amazing! :thumbs:

Only qualm I have is with the command post mesh. While it's very visually-appealing, it should really stand out more, seeing as how it's an objective.

Private
User avatar
Posts: 31
Joined: Sat Jan 14, 2017 1:35 pm
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2
xbox live or psn: No gamertag set

Re: TRON: THE GRID

Postby Harrisonfog » Tue May 09, 2017 12:32 pm

Excellent!

Lieutenant General
User avatar
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set

Re: TRON: THE GRID

Postby ForceMaster » Thu May 11, 2017 9:47 am

Marth8880 wrote:This is all looking really amazing! :thumbs:

Only qualm I have is with the command post mesh. While it's very visually-appealing, it should really stand out more, seeing as how it's an objective.


Thanks my friend!

I put a big sign over the CPS with the icon from the current team, so you can view it from far.

Programs CP
Image

Sentries/CLU
Image

Neutral
Image

Both CPs that has been "Infected" by Viruses (Locals)
Image
Image

When any team (1 or 2) conquest it the yellow cracks dissapears.

Working on add vehicles: LightTank and Tanker, Recognizers and maybe need some lightbikes or runners.

I think it should be ok.

For now all units have a identity disc (melee weapon) has primary. Next week i will work in a custom weapons like The game Tron 2.0
I Think that somw of that weapons need a custom 1st view (new hands model or customize the ones), will be very fun have more characters and weapons to see ingame. Like DataWraith...maybe a disguise or stealth unit.

Image

1st Lieutenant
User avatar
Posts: 439
Joined: Sat Feb 01, 2014 10:05 am
Location: New Jersey
Projects :: N.A.
Games I'm Playing :: SWBF1 SWBF2 LOTR
xbox live or psn: MikeTheeBeast55

Re: TRON: THE GRID

Postby MikeTheBeast55 » Thu May 11, 2017 1:30 pm

Wow, it has been over a year now since I have seen this mod or even played it. I must say for one it is nice to see you back working on this since it was a really big project to go at it alone, maybe some help with map problems of course though. I love the big city that has been made and all these new objects that you added in with the most recent update! I am just surprised this game can handle these insanely cool addons, when this releases I can almost guarantee this will have a spot in my addon folder, well done with everything so far ForceMaster, I have been a big fan of you maps since you released the Battle of Teth map!

Lieutenant General
User avatar
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set

Re: TRON: THE GRID

Postby ForceMaster » Sat May 13, 2017 12:58 am

MikeTheBeast55 wrote:Wow, it has been over a year now since I have seen this mod or even played it. I must say for one it is nice to see you back working on this since it was a really big project to go at it alone, maybe some help with map problems of course though. I love the big city that has been made and all these new objects that you added in with the most recent update! I am just surprised this game can handle these insanely cool addons, when this releases I can almost guarantee this will have a spot in my addon folder, well done with everything so far ForceMaster, I have been a big fan of you maps since you released the Battle of Teth map!


Many thanks Mike! I'm happy by return :) Hope finish this mod soon.

Update:

Sniper Rifle:
Image

First PErson View
Image
Image

Ther is a weird problem with the weapon icon, I have 2, one in the right place other in air... some help please???

Vehicle ingame and some pics from the unit with the rifle.
Image
Image
Image

Resistance Leader
User avatar
Posts: 4939
Joined: Tue Feb 09, 2010 8:43 pm
Location: Los Angeles, CA
Projects :: EVERYWHERE
Games I'm Playing :: The Division + DEHR
xbox live or psn: Marth8880

Re: TRON: THE GRID

Postby Marth8880 » Sat May 13, 2017 2:18 am

Still looking great! But I also can't help but worry about the lack of contrast between the buildings and the ground. Here's what I sorta mean:


Lieutenant General
User avatar
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set

Re: TRON: THE GRID

Postby ForceMaster » Wed May 24, 2017 10:01 am

Marth8880 wrote:contrast between the buildings and the ground


Well, I've made this with some darkness due a reference pics from the movie:

Image
Image
Image

However I think that more clarity in terrain maybe needed.

An question a bit Off topic:

¿The lights attached to hardpoints may affect the nearest objects? or is only a cosmetic effect? If yes, I can put some light effects on the posts of the buildings, that will add more realism to the map.


On topic:

New weapon and 1st person view
Image
Image
Image

I'm working on get the byte companion (AI remote droid) following the unit that dispense it. I've tried tons of code, but the dispensed droid is standing and not following me, simply do not anithing.

So, I'm thinking in a solution for this: Droids placed in the map via ZE can work fine with team asigned and can follow the player with "follow me" action. These droids can be teleported to the same location of the player triggering the event with
Code: Select all
OnCharacterDispenseControllable() or OnCharacterDispensePowerup()
functions, at this time it works fine to get the droid near you but it not follow anyone. If I asign other friendly team to these droid and then
Code: Select all
 AddAIGoal = (Team, "follow", 100, GetCharacterUnit(Character))
probably can work but ALL DROIDS with these team will follow me, the final question about it is: Can AI Goals be setted for an unique entity? In this case a droid... Any help will be apreciated. :D

EDIT: NEW VIDEO!!!!

Jedi Admin
User avatar
Posts: 7393
Joined: Mon Aug 21, 2006 11:03 pm

Re: TRON: THE GRID

Postby Maveritchell » Thu May 25, 2017 11:22 am

I've always appreciated your commitment to making really new things (i.e. custom assets), but this is really pretty. It's a good testament to really diving deep into one project, and it's a great showcase of your skills (and how they've evolved).

Resistance Leader
User avatar
Posts: 4939
Joined: Tue Feb 09, 2010 8:43 pm
Location: Los Angeles, CA
Projects :: EVERYWHERE
Games I'm Playing :: The Division + DEHR
xbox live or psn: Marth8880

Re: TRON: THE GRID

Postby Marth8880 » Thu May 25, 2017 2:14 pm

ForceMaster wrote:I'm working on get the byte companion (AI remote droid) following the unit that dispense it. I've tried tons of code, but the dispensed droid is standing and not following me, simply do not anithing.

Honestly the best solution will likely be to spawn a normal walking unit via scripting, but have it animated and whatnot so that it appears to hover.

ForceMaster wrote:Can AI Goals be setted for an unique entity? In this case a droid... Any help will be apreciated. :D

Unfortunately no, AI goals can only be assigned to whole teams. You'll probably have to deal with only letting human players spawn the companion so you don't have a bunch of companions all following the player haha. Alternatively you could simply give the companion team a deathmatch goal so they'll just roam free - though the defend goal would probably be a little more desired.

Lieutenant General
User avatar
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set

Re: TRON: THE GRID

Postby ForceMaster » Sat Jun 10, 2017 7:42 pm

Maveritchell wrote:I've always appreciated your commitment to making really new things (i.e. custom assets), but this is really pretty. It's a good testament to really diving deep into one project, and it's a great showcase of your skills (and how they've evolved).


Many thanks Mav! I'm glad to you like my work :)

Marth8880 wrote:Honestly the best solution will likely be to spawn a normal walking unit via scripting, but have it animated and whatnot so that it appears to hover.


I tried that, The result is like a hover and works very fine spawning a team, the problem is the fire point in that unit, seem like a invisible man whit a droid flying over. I will try again making a new weapon with that fire point more up.

Marth8880 wrote:You'll probably have to deal with only letting human players spawn the companion so you don't have a bunch of companions all following the player haha


:funny2: Maybe that would be the best choice.

I think that "Droid" Class can give AIGoals if they are asigned to a team, so:

If I put in ZE some droids far of the battlefield, then asing a friendly team that have a follow class AIGoal, like Kinetos's script:

Hidden/Spoiler:
[quote="kinetosimpetus"]Here's what I have now, untested, but it munged ok.

Code: Select all

   ------------------------
   -- AI Follow Officers --
   ------------------------

   --kinetosimpetus 4/19/2011

   local officerCount = 0
   local officerMax   = 8

   local officerCharacter1
   local officerCharacter2
   local officerCharacter3
   local officerCharacter4
   local officerCharacter5
   local officerCharacter6
   local officerCharacter7
   local officerCharacter8

   local followGoal1
   local followGoal2
   local followGoal3
   local followGoal4
   local followGoal5
   local followGoal6
   local followGoal7
   local followGoal8

   officer_follow_spawn = OnCharacterSpawn(
   function(character)

      print("K15: Debug: officer_follow_spawn: character spawned")

      if (GetUnitClass(GetCharacterUnit(character)) == "rep_inf_ep3_officer") then

         print("K15: Debug: officer_follow_spawn: character is ARC Captain")

         addOfficer(character)

      elseif(GetUnitClass(GetCharacterUnit(character)) == "all_inf_officer") then

         print("K15: Debug: officer_follow_spawn: character is Rebel Officer")

         addOfficer(character)

      elseif(GetUnitClass(GetCharacterUnit(character)) == "imp_inf_officer") then

         print("K15: Debug: officer_follow_spawn: character is Imperial Officer")

         addOfficer(character)
      
      elseif(GetUnitClass(GetCharacterUnit(character)) == "cis_inf_engineer") then

         print("K15: Debug: officer_follow_spawn: character is OOM Commander")

         addOfficer(character)
      end

   end)

   function addOfficer(character)

      print("K15: Debug: addOfficer: entered")

      if (officerCount == 0) then
         officerCharacter1 = character
         followGoal1       = AddAIGoal(ATT, "Follow", 50, GetEntityPtr(character))

         print("K15: Debug: addOfficer: goal added. count: "..(officerCount + 1))

      elseif(officerCount == 1) then
         officerCharacter2 = character
         followGoal2       = AddAIGoal(ATT, "Follow", 50, GetEntityPtr(character))

         print("K15: Debug: addOfficer: goal added. count: "..(officerCount + 1))

      elseif(officerCount == 2) then
         officerCharacter3 = character
         followGoal3       = AddAIGoal(ATT, "Follow", 50, GetEntityPtr(character))

         print("K15: Debug: addOfficer: goal added. count: "..(officerCount + 1))

      elseif(officerCount == 3) then
         officerCharacter4 = character
         followGoal4       = AddAIGoal(ATT, "Follow", 50, GetEntityPtr(character))

         print("K15: Debug: addOfficer: goal added. count: "..(officerCount + 1))

      elseif(officerCount == 4) then
         officerCharacter5 = character
         followGoal5       = AddAIGoal(ATT, "Follow", 50, GetEntityPtr(character))

         print("K15: Debug: addOfficer: goal added. count: "..(officerCount + 1))

      elseif(officerCount == 5) then
         officerCharacter6 = character
         followGoal6       = AddAIGoal(ATT, "Follow", 50, GetEntityPtr(character))

         print("K15: Debug: addOfficer: goal added. count: "..(officerCount + 1))

      elseif(officerCount == 6) then
         officerCharacter7 = character
         followGoal7       = AddAIGoal(ATT, "Follow", 50, GetEntityPtr(character))

         print("K15: Debug: addOfficer: goal added. count: "..(officerCount + 1))

      elseif(officerCount == 7) then
         officerCharacter8 = character
         followGoal8       = AddAIGoal(ATT, "Follow", 50, GetEntityPtr(character))

         print("K15: Debug: addOfficer: goal added. count: "..(officerCount + 1))

      else

         print("K15: Debug: addOfficer: goal -NOT- added. count: "..(officerCount + 1))

      end

      officerCount = officerCount + 1

      print("K15: Debug: addOfficer: leaving. count: "..officerCount)

   end

   officer_follow_death = OnCharacterDeath(
   function(character)

      print("K15: Debug: officer_follow_death: character died")

      if (GetUnitClass(GetCharacterUnit(character)) == "rep_inf_ep3_officer") then

         print("K15: Debug: officer_follow_death: character was ARC Captain")

         removeOfficer(character)

      end

      if(GetUnitClass(GetCharacterUnit(character)) == "all_inf_officer") then

         print("K15: Debug: officer_follow_death: character was Rebel Officer")

         removeOfficer(character)

      end

      if(GetUnitClass(GetCharacterUnit(character)) == "imp_inf_officer") then

         print("K15: Debug: officer_follow_death: character was Imperial Officer")

         removeOfficer(character)
      
      end

      if(GetUnitClass(GetCharacterUnit(character)) == "cis_inf_engineer") then

         print("K15: Debug: officer_follow_death: character was OOM Commander")

         removeOfficer(character)
      end

   end)


   function removeOfficer(character)

      identified = 0

      print("K15: Debug: removeOfficer: entered")

      if (character == officerCharacter1) then

         print("K15: Debug: removeOfficer: character was officer 1")

         DeleteAIGoal(followGoal1)
         officerCount = officerCount-1

         identified = 1

      end

      if (character == officerCharacter2) then

         print("K15: Debug: removeOfficer: character was officer 2")

         DeleteAIGoal(followGoal2)
         officerCount = officerCount-1

         identified = 1

      end

      if (character == officerCharacter3) then

         print("K15: Debug: removeOfficer: character was officer 3")

         DeleteAIGoal(followGoal3)
         officerCount = officerCount-1

         identified = 1

      end

      if (character == officerCharacter4) then

         print("K15: Debug: removeOfficer: character was officer 4")

         DeleteAIGoal(followGoal4)
         officerCount = officerCount-1

         identified = 1

      end

      if (character == officerCharacter5) then

         print("K15: Debug: removeOfficer: character was officer 5")

         officerCount = officerCount-1
         DeleteAIGoal(followGoal5)

         identified = 1

      end

      if (character == officerCharacter6) then

         print("K15: Debug: removeOfficer: character was officer 6")

         DeleteAIGoal(followGoal6)
         officerCount = officerCount-1

         identified = 1

      end

      if (character == officerCharacter7) then

         print("K15: Debug: removeOfficer: character was officer 7")

         DeleteAIGoal(followGoal7)
         officerCount = officerCount-1

         identified = 1

      end

      if (character == officerCharacter8) then

         print("K15: Debug: removeOfficer: character was officer 8")

         DeleteAIGoal(followGoal8)
         officerCount = officerCount-1

         identified = 1

      end

      if (identified == 0) then
         print("K15: Debug: removeOfficer: character unidentified as officer")
      end

       
      if followgoal1 == null then
         cleanupOfficers(1)
      end
      if followgoal2 == null then
         cleanupOffucers(2)
      end
      if followgoal3 == null then
         cleanupOffucers(3)
      end
      if followgoal4 == null then
         cleanupOffucers(4)
      end
      if followgoal5 == null then
         cleanupOffucers(5)
      end
      if followgoal6 == null then
         cleanupOffucers(6)
      end
      if followgoal7 == null then
         cleanupOffucers(7)
      end

      print("K15: Debug: removeOfficer: leaving. count: "..officerCount)


   end

   function cleanupOfficers(index)

      identified = 0

      print("K15: Debug: cleanupOfficers: entered")

      if(index == 1) then

         print("K15: Debug: cleanupOfficers: shifting officer 2 into officer 1")

         officerCharacter1 = officerCharacter2
         followGoal1 = followGoal2

         officerCharacter2 = null
         followGoal2 = null

         identified = 1

      end
      if (index == 2) then

         print("K15: Debug: cleanupOfficers: shifting officer 3 into officer 2")

         officerCharacter2 = officerCharacter3
         followGoal2 = followGoal3

         officerCharacter3 = null
         followGoal3 = null

         identified = 1

      end
      if (index == 3) then

         print("K15: Debug: cleanupOfficers: shifting officer 4 into officer 3")

         officerCharacter3 = officerCharacter4
         followGoal3 = followGoal4

         officerCharacter4 = null
         followGoal4 = null

         identified = 1

      end
      if (index == 4) then

         print("K15: Debug: cleanupOfficers: shifting officer 5 into officer 4")

         officerCharacter4 = officerCharacter5
         followGoal4 = followGoal5

         officerCharacter5 = null
         followGoal5 = null

         identified = 1

      end
      if (index == 5) then

         print("K15: Debug: cleanupOfficers: shifting officer 6 into officer 5")

         officerCharacter5 = officerCharacter6
         followGoal5 = followGoal6

         officerCharacter6 = null
         followGoal6 = null

         identified = 1

      end
      if (index == 6) then

         print("K15: Debug: cleanupOfficers: shifting officer 7 into officer 6")

         officerCharacter6 = officerCharacter7
         followGoal6 = followGoal7

         officerCharacter7 = null
         followGoal7 = null

         identified = 1

      end
      if (index == 7) then

         print("K15: Debug: cleanupOfficers: shifting officer 8 into officer 7")

         officerCharacter7 = officerCharacter8
         followGoal7 = followGoal8

         officerCharacter8 = null
         followGoal8 = null

         identified = 1

      end
      if (identified == 0) then
         print("K15: Debug: cleanupOfficers: index not recognised, not shifting")
      end

   end

   ----------------------------
   -- End AI Follow Officers --
   ----------------------------




then, teleport one of these droid to the character that trigger the event, may the droid follow that unit if are the same class from the AIGoal?

I think that may work for human and AI players.


EDIT: Added the effect of light cycle deploy and baton weapon that dispense it. Also fix the error that keep the 9pose anim in the soldier when you exit from vehicle.


I would've liked add these effect with some delay in the transition soldier-vehicle but the event that trigger it is instant. I have an animation that the soldier run and jump (like the movie) to put in the anim bank, also it works but the soldier not move really, it looks stationary running and jumping. So this is the best result for now.

At the end of the video you can see a new camera position. I think that it may work better for the light cycle arena, the field of view is more extensive.

Off Topic:
Hidden/Spoiler:
Know someone why in the AI mode sometimes the vehicles looks like this?
Image


EDIT 2 :

I found some interesting thing to use in this mod!

Maybe the light ribbon is not the best weapon for the lightcycle, so, i was thinking about the use of the disc melee, like CLU in the movie.

There is a video of testing it.


A very weird bug is that you need pass to turret position and come back to pilot if you like tou use the unit's weapon. Once there you can not return to the turret position until you exit of the vehicle.

Working now on get the lightribbon like autofire weapon.

Resistance Leader
User avatar
Posts: 4939
Joined: Tue Feb 09, 2010 8:43 pm
Location: Los Angeles, CA
Projects :: EVERYWHERE
Games I'm Playing :: The Division + DEHR
xbox live or psn: Marth8880

Re: TRON: THE GRID

Postby Marth8880 » Sat Jun 10, 2017 11:37 pm

Looking great as always! :thumbs:

I'd recommend adding a light trail to the disc when thrown, just so it's easier for players to track where it goes when it's thrown.

Lieutenant General
User avatar
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set

Re: TRON: THE GRID

Postby ForceMaster » Sun Jun 11, 2017 6:41 pm

Marth8880 wrote:Looking great as always! :thumbs:

I'd recommend adding a light trail to the disc when thrown, just so it's easier for players to track where it goes when it's thrown.


Ok, Good advice! I will try add it.

Off topic:
Did you know why hover vehicles moving back sometimes?
This is a pic from the "aimode".
Image

Resistance Leader
User avatar
Posts: 4939
Joined: Tue Feb 09, 2010 8:43 pm
Location: Los Angeles, CA
Projects :: EVERYWHERE
Games I'm Playing :: The Division + DEHR
xbox live or psn: Marth8880

Re: TRON: THE GRID

Postby Marth8880 » Mon Jun 12, 2017 12:39 pm

ForceMaster wrote:Did you know why hover vehicles moving back sometimes?

When driven by AI? That unfortunate issue occurs when a hover vehicle has MovingTurnOnly set to 1.

Lieutenant General
User avatar
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set

Re: TRON: THE GRID

Postby ForceMaster » Thu Jun 15, 2017 4:28 pm

Marth8880 wrote:When driven by AI? That unfortunate issue occurs when a hover vehicle has MovingTurnOnly set to 1.


I've deleted these line in the hover odf, now I put:
Code: Select all
MovingTurnOnly = 0


and it happens again... What does these value change in the AI behavior? My vehicle is like a motorbike, so, it doesn't turn if is not moving forward. "Moving Turn Only" sounds to me like a turret :?

There is a way to keep the hovers in moving all time?

VEHICLE CTF MODE


This time testing the VCTF mode, in that both teams needs to capture the flag (go to the marked point before enemies) then go to a random point in the arena. There is 13 random goal points that can be activated randomly everytime that the flag is taked. I'm working on the lightwall, in previos versions of this mod the "wall" are a weapon that you need keep pressed to shoot again and again, this time the wall is a real WALL, (building) that every lightcycle was leaving along his way. Collision problems yet, but sometimes works nice.

1st Lieutenant
User avatar
Posts: 439
Joined: Sat Feb 01, 2014 10:05 am
Location: New Jersey
Projects :: N.A.
Games I'm Playing :: SWBF1 SWBF2 LOTR
xbox live or psn: MikeTheeBeast55

Re: TRON: THE GRID

Postby MikeTheBeast55 » Thu Jun 15, 2017 8:21 pm

Love the continued dedication to this mod, I must say this is in the top 5 of the best mods created for Star Wars Battlefront 2 because of the intricate designs you have out in and all the new assets, units, etc. I hope to see this released soon, I am dying to play the new version!

Lieutenant General
User avatar
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set

Re: TRON: THE GRID

Postby ForceMaster » Mon Jun 19, 2017 3:46 pm

MikeTheBeast55 wrote:Love the continued dedication to this mod, I must say this is in the top 5 of the best mods created for Star Wars Battlefront 2 because of the intricate designs you have out in and all the new assets, units, etc. I hope to see this released soon, I am dying to play the new version!


Many thanks friend! :D I'm happy you appreciate my work.

UPDATE

Game modes for this mod:

Conquest: Play in Tron City, 9 Cp's, 4 Unit class per team, Local Side added.

Death Match: Play in the Disc Arena, Gladiatorial Match, 16 units FFA in 4 rounds.

Team DeathMatch: Play in the Game Arena #1, Kill all units on enemy team, use disc or another selectable weapons in the armory

Objective: Play in the Simulation Sea (Program Side), Deffend your lightjet until arrive to portal, use back o front turrets.

Campaign: Play in the Simulation Sea (Sentries Side), Destroy the lightjet before arrive to portal, use fighters.

Vehicle CTF: Play in the Lightcycle Arena. One flag, 13 random goal regions, 5 minutes of game, if team points are == add 30 secs to timer until =/=

Race: Play in several places: Lightcycle Arena, Outlands and Tron City. Complete the race before your time expires. 6 checkpoints to add time.

Survival: Play in the End Of Line Club. You are the Renegade, survive 5 minutes, then do that you need to do to escape.

Wave: Play in Tron City. A group of programs try to survive to the infection in the system. Prepare your defenses, they came for you...

CTF 1 flag: Play in Game Arena #2. Capture the flag.

CTF 2 flags: Play in Game Arena #3. Capture the enemy flag.

Hunt: Play in Tron City. Sentries have to Kill all infected programs. Clean the grid!

Vehicle TDM: Play in Runner Game Arena. Kill all enemy vehicles, get vehicle awards and weapons.

Run/r (Testing viavility) Play in Tron City. Run! avoid, destroy and jump some obstacles to reach the Goal. Use Companion, Jetpack and disc. Random runway everytime you play.


From Objective / Campaign mode:

Image


Resistance Leader
User avatar
Posts: 4939
Joined: Tue Feb 09, 2010 8:43 pm
Location: Los Angeles, CA
Projects :: EVERYWHERE
Games I'm Playing :: The Division + DEHR
xbox live or psn: Marth8880

Re: TRON: THE GRID

Postby Marth8880 » Tue Jun 20, 2017 1:31 pm

Absolutely fantastic as always, bud - especially those clouds! :thumbs:

I trust you're putting in a solid amount of effort into the sound design as well?

Lieutenant General
User avatar
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set

Re: TRON: THE GRID

Postby ForceMaster » Wed Jun 21, 2017 8:14 pm

Marth8880 wrote:Absolutely fantastic as always, bud - especially those clouds! :thumbs:

I trust you're putting in a solid amount of effort into the sound design as well?


Sounds at the moment is not my priority, now I'm focused in gameplay flow, however, I've worked before in some sounds and ambient music (same of the movie) for the first Beta version. Lightcycle, runner, discs, the death of units and some others have custom sounds.

Hidden/Spoiler:
A bit off topic:
ForceMaster wrote:I've deleted these line in the hover odf, now I put:
Code: Select all
MovingTurnOnly = 0


and it happens again... What does these value change in the AI behavior? My vehicle is like a motorbike, so, it doesn't turn if is not moving forward. "Moving Turn Only" sounds to me like a turret

There is a way to keep the hovers in moving all time?


New gameplay from Survival Mode.

Resistance Leader
User avatar
Posts: 4939
Joined: Tue Feb 09, 2010 8:43 pm
Location: Los Angeles, CA
Projects :: EVERYWHERE
Games I'm Playing :: The Division + DEHR
xbox live or psn: Marth8880

Re: TRON: THE GRID

Postby Marth8880 » Wed Jun 21, 2017 11:32 pm

ForceMaster wrote:Sounds at the moment is not my priority, now I'm focused in gameplay flow, however, I've worked before in some sounds and ambient music (same of the movie) for the first Beta version. Lightcycle, runner, discs, the death of units and some others have custom sounds.

Right no of course, gameplay should always come first. Just please also give the sound design a good amount of attention as well. :)

PreviousNext

Return to SWBF2 Map/Mod Works In Progress

Who is online

Users browsing this forum: No registered users and 1 guest