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Re: I think we can create the DS II


Cain
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In the meantime, the special ability of Piett should be worked on.  you should be able to change the graphic it uses because we can get at the picture resources.  Set an insta recharge on it and test away.  The superlaser will have to be able to hit the hull directly once the shields are drained for hardpoint enabled ships.  As it stands now, Piett's weapon only destroys 1 hardpoint at a time, which is lame IMO since if you accidentally hit an almost destroyed hardpoint you wasted the entire shot.

The superlaser ITSELF is a model which is not present, Teradyn.

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Even in the full game, I suspect that the superlaser will be a special case script which attaches itself to the planet, much like the Ion Cannon or Hypervelocity Gun attaches its origin to the planet model.  The Death Star's Superlaser will most likely not be an actual weapon file, thus we will have to improvise with something like Piett's beam.

 

The level of control we will have via lua scripting remains to be seen.  If we could have an infinite (or out of map size) beam sweep across an arc and calculate hits based on collision along its path, then we will have virtually unlimited potential as far as weaponry goes.  The limiting factor is that the beam weapons (or beam like) in the game so far have an origin and target determined at activation so there is no collision detection going on.  You could not have, a ship accidentally get in the way of Piett's beam or the tractor beams for that matter.  Just some food for thought though.

My Death Star is bigger than your Death Star!

"The XML is strong with this one!"

http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png

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The limiting factor is that the beam weapons (or beam like) in the game so far have an origin and target determined at activation so there is no collision detection going on.  You could not have, a ship accidentally get in the way of Piett's beam or the tractor beams for that matter.  Just some food for thought though.

Actually, the beams DO have it detection, though some may only affect the targetted unit.

If you've ever used the HyperV cannon you might know that it can hit multiple targets in a line.

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Pietts weapons can target hulls too - At least in WTME 6.0 it wirks.

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Actually, the beams DO have it detection, though some may only affect the targetted unit.

If you've ever used the HyperV cannon you might know that it can hit multiple targets in a line.

 

:o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o

You don't say!  Well, like I said in another post, the only time I have ever been attacked by the computer on purpose was recently with 6.0 and me playing as Rebels.  When I play as Empire, the best I get is the raid attacks.

My Death Star is bigger than your Death Star!

"The XML is strong with this one!"

http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png

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Pietts weapons can target hulls too - At least in WTME 6.0 it wirks.

 

Yeah, I had that happen. Targeted a Mon Cal with around three hardpoints left (each about full power), fired, and completely fragged the thing (man that was fun to watch...).

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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Can anyone tell me EXACTLY what it looks like (the XML) to make the DS2?

Nope. There are multiple files, lots of editting, and last but not least it means NOTHING until the full game comes out  ;)

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The code for the Death Star is in spaceunitssupers.xml. It's the only thing in there, however, it seems very incomplete.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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Yep; all severe issues which requires us to wait for full release before any Death Star plans can be made.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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Anyone have an idea what it would take, scale-wise to implement the Death Star as a model in the map, not under it as it currently is?  I feel that the model is too big for any of the maps we have seen so far as the sheer volume of weaponry on that thing is enough to wipe out any capital ship, corvette, cruiser and a space station within seconds of it appearing on the map.  We would have to shrink it to rediculously small sizes to fit it and the interaction of that model may be problematic with chokepoints and other ships, etc.  I still think it is worth attempting, but what should we do about the scale issue?

My Death Star is bigger than your Death Star!

"The XML is strong with this one!"

http://miniprofile.xfire.com/bg/bg/type/0/teradyn.png

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The Death Star is simply too big to fit on the map except as a background object in the distance. Remeber that it's the size of a small moon. Unless we made the maps totally ginormous...actually that would be cool.

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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I think(im not sure) that one time i got a regular ship to fire at just the hull and it drained all the hardpoints at once.

 

Yeah, you're allowed to do that. The ship AI usually target hardpoints though. Frankly, it's tacticaly better to disable things like weapons if you're gonna blow it up.

 

Anyway, after playing the Death Star, I think the it's probably possible to change the firing anim to target enemy ships (while it shows the firing sequence in a video mode, you can click the mouse to switch back to real time and command you fleet). The origin wouldn't need to be changed, just the destination. It would also have to be a separate command from the 'destroy planets' button, since we'd have to change the code to fire where the player selects a target (and planets aren't selectable).

http://i61.photobucket.com/albums/h65/NightshadowDragon/RyuuKageSIG.jpg

 

http://i61.photobucket.com/albums/h65/NightshadowDragon/AoSW-JCW_Banner.jpg

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