Syth's AOTC Geonosis BETA + BFP v1.1

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

Post by Syth »

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

Post by ShadowWing »

Do you need the BFP mod to play the map?
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Re: Syth's AOTC Geonosis BETA + BFP v1.1

Post by Syth »

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

Post by ShadowWing »

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

Post by Syth »

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

Post by ShadowWing »

Oh, and it's dual, not duel. :wink:
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Re: Syth's AOTC Geonosis BETA + BFP v1.1

Post by ZaxusFett »

i dont like the overheat limit on the guns.
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Re: Syth's AOTC Geonosis BETA + BFP v1.1

Post by Unlucky13 »

Amazing!

Great job on the custom unit, vehicles and core ship. :thumbs:
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Re: Syth's AOTC Geonosis BETA + BFP v1.1

Post by Ginev »

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

Post by DarthD.U.C.K. »

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

Post by ZaxusFett »

also in the movies padme had a cis blaster rifle :P
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Re: Syth's AOTC Geonosis BETA + BFP v1.1

Post by Cerfon Rournes »

Syth wrote: + In-game customizable clone trooper, much equipment to choose
Awesome feature. :thumbs:
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Re: Syth's AOTC Geonosis BETA + BFP v1.1

Post by ZaxusFett »

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

Post by willinator »

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

Post by ZaxusFett »

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
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I was in a hurry to type that.
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Re: Syth's AOTC Geonosis BETA + BFP v1.1

Post by Syth »

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

Post by ZaxusFett »

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

Post by DarthD.U.C.K. »

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

Post by ZaxusFett »

its important when im trying to explore the map with out them shooting at me...
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Re: Syth's AOTC Geonosis BETA + BFP v1.1

Post by DarthD.U.C.K. »

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