Syth's AOTC Geonosis BETA + BFP v1.1

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

Moderator: Moderators

General
User avatar
Posts: 784
Joined: Thu Apr 13, 2006 8:46 pm
Location: happy fun island

Syth's AOTC Geonosis BETA + BFP v1.1

Postby Syth » Fri Jan 06, 2012 7:24 pm

ModDB Battlefront Power (BFP) V1.1

GameFront Battlefront Power (BFP) V1.1

Hello again, GameToast. :jango:

I braked from programming a good while, started again this term, and back to finish some up some projects. I believe SWBF2 is 7 years old now? :shock:
I would like to rename this "SWBF2:Project" to "SWBF2:POWER" (keeping the same acronym),if the name isn't already taken.

AND:) Anyone remember Syth's Geonosis WIP? No? Maybe you will...

ATTACK OF THE CLONES: GEONOSIS == BY SYTH
Just another Geonosis? No... I watched Ep2 as 12 year-old kid in the theater, the battle scenes were pretty epic (the rest.. kinda blah). I hoped this SWBF2 map could be one of the best simulations of that. It took A LOT more troubleshooting then anticipated. :x

+ In-game customizable clone trooper, much equipment to choose
+ LAAT/Cs animated to drop off respawning ATTEs
+ Destroyable Core ship (ZeroEditor death animation)
+ Destroyable Acclamator ships (One is landed with LAATs, AT-XTs, LAAT/Cs; model by Wazmol)
+ Resurrected Pandemic assets: (Some of these have collision/texture imperfections)
CIS: GAT, HAG, Dwarf spider, Geo fighter, Cydon's Dreadnaught(Hidden in the outskirts towards the Spire)
REP: SPHAT (command hover), AT-XT, EP2 Jedi Starfighter(Hidden in the outskirts near landed Acclamator)
+ Hero assault with CW heroes, reskin Bara(Clone wars game) for Padme, and reskin of Pandemic jedi to Ep2 Anakin, Zam reskin
+ 3 alternating Jedi heroes (depending on when you spawn)
+ Reskin for Ep2 Anakin, and Padme(using Pandemic "Bara" model)
+ Destroy a sides ship and it loses a certain amount of reinforcements.
+ Huge map, but not empty.
+ CW Conquest, and 3 BFP Modes (Conquest, Hero Assault(custom), & Jedi vs. Droid swarm)
Hidden/Spoiler:
Image
Image

Have all those things been in any other SWBF2 Geonosis maps? Maybe, but it was tricky not to have it crash. Everything kind of error has crashed this map at some point.
Had to cut a few things, but it's still an epic simulation. Sounds are there, but not soundtrack (just play your separate music in the background).

Syth's Geo Custom 501st Soldier:
In the Republic Main Bunker, each euip has a region around it, enter this region and the trooper equip/stats change ONCE YOU RE-SELECT THE UNIT AT THE CP (There's also a objective-marker ingame).
This is the cleanest way to do this in SWBF2, re-spawning the character is messy.


Version 1.1 of BFP From 1.0:
+ Female technician model (From ConvertPack sides assets)
+ Duros technician model(GT/Caleb assets)
+ Reskin for rebel rocketeer
+ Re-adjusted a few jedi (AI use force-stasis now)
+ CW Hero Assault = Jedi VS. 501st
+ Mustafar Obi vs. Ani
+ Enhanced IG-88 model(from Darth D.U.C.K, FragMe, CodeRez)
+ Enhanced Stormtrooper model
+ Droid commando(from Manderek)
+ Subtle changes(Localization)
+ Things I don't mention
Last edited by Syth on Sat Feb 11, 2012 8:26 pm, edited 7 times in total.

Chief Warrant Officer
User avatar
Posts: 323
Joined: Fri Jul 30, 2010 2:00 pm
Location: at home, reading Avengers vs. X-Men
Projects :: I will start modding when I get time.
Games I'm Playing :: SWBFII

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby ShadowWing » Fri Jan 06, 2012 7:34 pm

Do you need the BFP mod to play the map?

General
User avatar
Posts: 784
Joined: Thu Apr 13, 2006 8:46 pm
Location: happy fun island

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby Syth » Fri Jan 06, 2012 8:07 pm

This release is just CW:Conquest, no BFP needed.

Next BFP release will include my Geonosis, and 3 BFP modes

EDIT: The heroes from the pics are BFP only, CW:Conquest includes 4 custom units (501st customizable, clone commander, Padme reskin and droid commander)

Chief Warrant Officer
User avatar
Posts: 323
Joined: Fri Jul 30, 2010 2:00 pm
Location: at home, reading Avengers vs. X-Men
Projects :: I will start modding when I get time.
Games I'm Playing :: SWBFII

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby ShadowWing » Fri Jan 06, 2012 8:47 pm

Ok, so I quickly played through it.

Pros:

-I really like what you did with the sides, especially the customizable trooper.
-There are a lot of vehicles in the map, and they aren't just stock vehicles, so they have different feels to them.

Cons:

-The map is too large, and it lags a lot on medium settings. (or maybe that's just my laptop)
-You need over 50 points to unlock the Clone Commander. In my opinion, that's just too much.

Other than the cons, great job with the map!

General
User avatar
Posts: 784
Joined: Thu Apr 13, 2006 8:46 pm
Location: happy fun island

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby Syth » Fri Jan 06, 2012 9:26 pm

Yah, I should mention that I upgraded from my old AMD2.2Ghz - 6150GeForce - 2G RAM, to an INTEL2.9GHz - 7900GTO - 4G RAM and was lucky enough not to lose any of my SWBF2 mod source, so on my new system it runs smooth.

I based the vehicles off of Pandemic's "The Clone Wars".

Chief Warrant Officer
User avatar
Posts: 323
Joined: Fri Jul 30, 2010 2:00 pm
Location: at home, reading Avengers vs. X-Men
Projects :: I will start modding when I get time.
Games I'm Playing :: SWBFII

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby ShadowWing » Fri Jan 06, 2012 10:22 pm

Oh, and it's dual, not duel. :wink:

Master Sergeant
User avatar
Posts: 168
Joined: Mon Nov 07, 2011 6:55 pm
Location: South Carolina
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2_SWBF_SWRC
xbox live or psn: No gamertag set

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby ZaxusFett » Fri Jan 06, 2012 11:03 pm

i dont like the overheat limit on the guns.

Sergeant Major
User avatar
Posts: 246
Joined: Mon Jan 24, 2011 11:11 am
Projects :: Models models models
Games I'm Playing :: Random stuff

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby Unlucky13 » Fri Jan 06, 2012 11:11 pm

Amazing!

Great job on the custom unit, vehicles and core ship. :thumbs:

Command Sergeant Major
User avatar
Posts: 251
Joined: Thu Apr 02, 2009 7:02 am
Location: Bulgaria
Projects :: Remaking FR Battlefront 3 Tatooine map.
Games I'm Playing :: nothing for now
xbox live or psn: No gamertag set

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby Ginev » Sat Jan 07, 2012 6:59 am

It is possible to show us the odf file of the sphat vehichle.I was trying few times to make the big gun shoot but without luck.. :|

Master of the Force
User avatar
Posts: 6069
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby DarthD.U.C.K. » Sat Jan 07, 2012 8:41 am

downloading now!
here are the first few bugs ive noticed:
-there is no backgroundmusic and very little sounds, maybe because their sources are too far away?!
-when the venator explodes you can walk through the destroyed geometry
-how do the laatcs work? i saw two of them stacked in the hangar on,e time with attes and one time without
-the visibilityrange of the autoturrets around the bases is extremely large, the one in the perbase tried shooting droids on the next hill through the walls.
-the unit with doublepistols tries to reload when sprinting
-the commandpost in the cisbase in the right bottom should be a tad higher, its below the surface
-the spah-t does not attack the coreship it rather turns away when im firing at it so that i have to scwitch seats, rotate it back to the coreship and then switch seats again in order to hit it.
-there could be some more speederbikes around the cps the map is so large that you have to run a really long time if you dont come across a vehicle
-the fightertank could be a little faster because of the large distances.

these are the things ive come across so far, i think ill play more and give a little more in-debth feedback later.
Last edited by DarthD.U.C.K. on Sat Jan 07, 2012 11:26 am, edited 1 time in total.

Master Sergeant
User avatar
Posts: 168
Joined: Mon Nov 07, 2011 6:55 pm
Location: South Carolina
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2_SWBF_SWRC
xbox live or psn: No gamertag set

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby ZaxusFett » Sat Jan 07, 2012 11:24 am

also in the movies padme had a cis blaster rifle :P

Master Bounty Hunter
User avatar
Posts: 1649
Joined: Thu Jul 08, 2010 5:53 pm
Location: New York, USA
Projects :: WIP. I will reveal what it is later on..
Games I'm Playing :: SWBF2-SWRC
xbox live or psn: No gamertag set

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby Cerfon Rournes » Sat Jan 07, 2012 2:44 pm

Syth wrote:+ In-game customizable clone trooper, much equipment to choose

Awesome feature. :thumbs:

Master Sergeant
User avatar
Posts: 168
Joined: Mon Nov 07, 2011 6:55 pm
Location: South Carolina
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2_SWBF_SWRC
xbox live or psn: No gamertag set

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby ZaxusFett » Sat Jan 07, 2012 3:15 pm

i think the sphat is really slow i think the speed could be increases a little bit and when maybe another destroyable core ship behide the cis main base and when i disallowed ai spawn for some reason when i would change weapons with the customizable clone they would spawn with the disallow ai spawn on i was like WTF could that be fixed i would be happy if i could you dont have to this things if you dont want to its just what would be cool to me :P

Rebel Colonel
User avatar
Posts: 567
Joined: Sun Mar 13, 2011 3:11 pm
Location: The rings of Saturn...
Projects :: [Coming of the Sentinels]
Games I'm Playing :: SWBF2 Minecraft Halo
xbox live or psn: PC pwns all!

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby willinator » Sat Jan 07, 2012 3:33 pm

TEST wrote:i think the sphat is really slow i think the speed could be increases a little bit and when maybe another destroyable core ship behide the cis main base and when i disallowed ai spawn for some reason when i would change weapons with the customizable clone they would spawn with the disallow ai spawn on i was like WTF could that be fixed i would be happy if i could you dont have to this things if you dont want to its just what would be cool to me :P


Periods are friends, not enemies

Master Sergeant
User avatar
Posts: 168
Joined: Mon Nov 07, 2011 6:55 pm
Location: South Carolina
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2_SWBF_SWRC
xbox live or psn: No gamertag set

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby ZaxusFett » Sat Jan 07, 2012 3:59 pm

willinator wrote:
TEST wrote:i think the sphat is really slow i think the speed could be increases a little bit and when maybe another destroyable core ship behide the cis main base and when i disallowed ai spawn for some reason when i would change weapons with the customizable clone they would spawn with the disallow ai spawn on i was like WTF could that be fixed i would be happy if i could you dont have to this things if you dont want to its just what would be cool to me :P


Periods are friends, not enemies

I was in a hurry to type that.

General
User avatar
Posts: 784
Joined: Thu Apr 13, 2006 8:46 pm
Location: happy fun island

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby Syth » Sat Jan 07, 2012 7:08 pm

Forgot WideBoy in the credits for the clone bunker. Adding another coreship and speeder bikes was simple. I'll try restrict the AI pathing so they don't take the SPHAT backwards or aim wrong. I've noticed a barrier needed to be disabled too.

Upgraded the CC, also gave him an auto-guard-droid using a script somebody posted a while ago... might have been archer. Here's that LUA code:
Hidden/Spoiler:
-- Setup the team that will spawn in ScriptInit(), include the SetTeamAsFriend() stuff
-- Add this code into ScriptPostLoad() once for each team that can spawn stuff (changing a couple of variables each time)
-- Add an AIGoal for the spawned team somewhere in ScriptPostLoad() so the spawned character will actually do something

TroopSpawnerWeapon = "cis_weap_inf_remotedroid_ord"

OnCharacterDispenseControllableTeam(
function(character,controlled)
if GetEntityClass(controlled) == GetEntityClassPtr(TroopSpawnerWeapon) then
local SupportTeam = 3 --Team the new spawned character is in (change this)
local teamSize = GetTeamSize(SupportTeam)
for i = 0, teamSize-1 do
local characterIndex = GetTeamMember(SupportTeam, i)
local charUnit = GetCharacterUnit(characterIndex)
if not charUnit then
local destination = GetEntityMatrix(GetCharacterUnit(character))
SpawnCharacter(characterIndex,destination)
end
end
end
end,
CIS --User team (change this)
)

UPDATED SPHAT.odf:
Hidden/Spoiler:
[GameObjectClass]
ClassLabel = "commandhover"
GeometryName = "rep_walk_sphat.msh"

[Properties]
//Pilottype = "self"
WaterEffect = "waterwake_lg"
VehicleType = "heavy"
AISizeType = "Huge"

ReserveOneForPlayer = "0"

GeometryName = "rep_walk_sphat"

ExplosionName = "rep_walk_sphat_exp"
Label = "Control Zone"
MapTexture = "icon_rep_sphat"
MapScale = 5.0
HealthTexture = "HUD_imp_atat_icon"
CockpitTension = 15

FLYERSECTION = "BODY"

SpawnPointCount = "6"
SpawnPointLocation = "8.0 0.0 0.0 5"
SpawnPointLocation = "8.0 0.0 4.0 5"
SpawnPointLocation = "8.0 0.0 -4.0 5"
SpawnPointLocation = "-8.0 0.0 0.0 355"
SpawnPointLocation = "-8.0 0.0 4.0 355"
SpawnPointLocation = "-8.0 0.0 -4.0 355"
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_ATK_Locals = 0
Value_DEF_Alliance = 0
Value_DEF_CIS = 0
Value_DEF_Empire = 0
Value_DEF_Republic = 0
Value_DEF_Locals = 0

MapScale = 1.0

ThirdPersonFOV = "69"

CollisionScale = 1.5
CollisionThreshold = 5.0

MaxHealth = 250000.0
HealthType = "vehicle"
MaxShield = 2500
AddShield = 75

//----------------------------------------------------------------------------

SetAltitude = 1.0
GravityScale = 1.0
LiftSpring = 10.0
LiftDamp = 3.0

Acceleration = 15.0
Deceleration = 15.0
Traction = 50.0
ForwardSpeed = 3.0
ReverseSpeed = 0
StrafeSpeed = 0.5

AddSpringBody = "0.0 5.0 6.0 6.0"
BodySpringLength = 1.0

AddSpringBody = "-3.0 4.1 0.0 5.0"
BodySpringLength = 1.0
AddSpringBody = "3.0 4.1 0.0 5.0"
BodySpringLength = 1.0

AddSpringBody = "0.0 5.0 -14.0 6.0"
BodySpringLength = 1.0

VelocitySpring = 3.5
VelocityDamp = 2.5
OmegaXSpring = 2.0
OmegaXDamp = 3.0
OmegaZSpring = 1.0
OmegaZDamp = 2.5

TurnRate = 0.05
TurnFilter = 0.75
PitchRate = 0.5
PitchFilter = 1.0
PitchDamp = 1.0

SpinRate = 0.025
//PitchRate = 0.8
//PitchFilter = 2.75
//TurnRate = 1.3
//TurnFilter = 2.75

PCPitchRate = 25.0
PCTurnRate = 28.0
PCSpinRate = 17.0

TiltValue = "8"

EyePointOffset = "0.0 15.0 -20.0"
TrackOffset = "0.0 5.0 20.0"
//NormalDirection = "-0.8"
AimValue = "0.8"

PitchLimits = "-8 10"
YawLimits = "0 0"

VehiclePosition = "common.vehiclepositions.pilot"

////////////////////////////////////////////////////////////

FLYERSECTION = "TURRET1"

VehiclePosition = "common.vehiclepositions.gunner"

EyePointOffset = "0.0 22.0 -20.0"
TrackOffset = "0.0 10.0 20.0"
//NormalDirection = "-0.8"
AimValue = "0.8"

PitchLimits = "-25.0 5.0"
YawLimits = "0 0"

WEAPONSECTION = 1
WeaponName = "rep_weap_sphat_laser"
WeaponAmmo = "0"

FireOutsideLimits = "1"

TurretNodeName = "recoil"
PitchLimits = "-25.0 5.0"
YawLimits = "-2.0 2.0"

AimerYawLimits = "-2.0 2.0"
AimerPitchLimits = "0 15"
AimerNodeName = "aimer_x"

BarrelNodeName = "barrel"
BarrelRecoil = 2.0

FirePointName = "hp_fire"


////////////////////////////////////////////////////////////

FLYERSECTION = "TURRET2"

VehiclePosition = "common.vehiclepositions.gunner2"
//Pilottype = "self"
WeaponName = "rep_weap_walk_atte_laser"
WeaponAmmo = "0"

EyePointOffset = "0.0 22.0 -20.0"
TrackOffset = "0.0 10.0 20.0"
//NormalDirection = "-0.8"
AimValue = "0.8"
AutoAimYLimits = "-5 5"


PitchLimits = "-45.0 45.0"
YawLimits = "-5 15"

AimerNodeName = "Gun_arm"
AimerYawLimits = "-5.0 15.0"
AimerPitchLimits = "-45.0 40.0"
BarrelNodeName = "Side_guns"
BarrelRecoil = 0.25
FirePointName = "hp_1"
////////sound//////////
VOUnitType = 124
EngineSound = "interceptorTank_engine_parameterized"
TurnOnSound = ""
TurningOffSound = ""
TurnOffSound = ""
TurnOffTime = ""
HurtSound = ""
DeathSound = "imp_weap_ord_exp_lg"
VehicleCollisionSound ="com_veh_collision_lg"
Music = ""
ImpMusic = "imp_vehicle"
AllMusic = "all_vehicle"
MusicSpeed = ".25"
MusicDelay = "3.0"
GroundedSound = ""
GroundedHeight = ""
BoostSound = ""
FoleyFXGroup = "metal_foley"
Last edited by Syth on Tue Jan 17, 2012 2:59 pm, edited 1 time in total.

Master Sergeant
User avatar
Posts: 168
Joined: Mon Nov 07, 2011 6:55 pm
Location: South Carolina
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2_SWBF_SWRC
xbox live or psn: No gamertag set

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby ZaxusFett » Sat Jan 07, 2012 7:44 pm

Did you fix the ai spawn thing because when I would use the fake console the units would still spawn when I went to change weapons on the custom trooper.

Master of the Force
User avatar
Posts: 6069
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby DarthD.U.C.K. » Sat Jan 07, 2012 8:10 pm

why is deying the aispawn so improtant for you?#
syth might have more important things to fix/add than "fixing" a glicht that occurs when a fakeconsole command is used...

Master Sergeant
User avatar
Posts: 168
Joined: Mon Nov 07, 2011 6:55 pm
Location: South Carolina
Projects :: No Mod project currently.
Games I'm Playing :: SWBF2_SWBF_SWRC
xbox live or psn: No gamertag set

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby ZaxusFett » Sat Jan 07, 2012 8:32 pm

its important when im trying to explore the map with out them shooting at me...

Master of the Force
User avatar
Posts: 6069
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Syth's AOTC Geonosis BETA + BFP v1.1

Postby DarthD.U.C.K. » Sat Jan 07, 2012 8:37 pm

if you want to do that, you can set both teams friends or activate "unending map" with fakeconsole.

Next

Return to SWBF2 Released Maps & Mods

Who is online

Users browsing this forum: No registered users and 1 guest