HK-47 Posted February 6, 2007 Author Posted February 6, 2007 Enlarging maps is more tedious than making your own, especially on land maps. Totally agree with you! I'm sorry, Lord of Sith, but enlarge the game's land maps will be the last thing I would do... Enlarge space maps? Hmm maybe, but not now (need to finish other things before). Add more planets to game? I'd like, but they don't seem to work (Peragus worked fine, but Mygeeto didn't, and I spent some time converting my Bespin map into Mygeeto to it won't work, so I don't think I'll set that my priority anymore)...I'll try to finish some of my current work, and than, I shall see what I do... :-\
HK-47 Posted February 6, 2007 Author Posted February 6, 2007 Bespin Refinery V1.0 Released! DOWNLOAD LINK: http://files.filefront.com/Bespin_Refinery_V10zip/;6700060;;/fileinfo.html http://img258.imageshack.us/img258/2618/besrefito8.png http://img259.imageshack.us/img259/8978/besrefiiiha9.png http://img296.imageshack.us/img296/2449/needareallybigguniikl1.png After leading a successful assault on the Tibanna Gas refinery H-47-K, a new task on the planet Bespin was assigned for you, Lieutenant. Our next target on this planet is the Refinery KH-1138. It isn't big as H-47-K, but it will provide an excellent advantage to our forces and good extra credits income. Dock your ship in Docking Module 501-47B and begin the assault. Use all available forces, and take control of the Facility! Installation Instructions: Just put GroundBuildablesSkirmish.xml and Props_Urban.xml under DATA/XML; and KH-1138.ted under CustomMaps folder (Default path: C:\XXXX\Lucasarts\Star Wars Empire at War Forces of Corruption\Data\CustomMaps). To unnistall, delete the three files. BUGS: Gas Collectors may not work for Zann Consortium, if you find more bugs, PM me or report here. Thanks to Jeteye1 for suggestions in the map and PFF guys for general help. <-Do not use this map in public mods without my permission!-> I wish that you have a lot of fun playing this map! And may the Force be with you! =D OBS: I would like a lot if you post some constructive feedback about the map.
HK-47 Posted March 25, 2007 Author Posted March 25, 2007 Uh... This topic seems a bit dead... Well guys, I'm really needing help with my "Bantha Docks" map... I'm very frustrated since I can't get the things to work! :-\- The Cloud Car props that are supposed just to scenery aren't showing in the map, and I don't want to make the Bespin Wing Guard hangar again;- The land based Star Destroyers don't work;- I was also willing to make hostile structures that the will spawn hostile spacers (a squad that have many different kind of people that you would see in a dock) and other exactly same structures that would be capturable (is this term correct? If not, I wanted to say that the player would be able to capture it) and spawn these squads to the structure's current owner - if I had succeeded in this, I would code capturable "Droid Shops" (would spawn Astrometrich droids, Protocol droids, and others that would use the spotter and the gas collector droid models) to the current owner;- The alarm sound prop doesn't work. If someone that has knowledge in modding (I lack in that) could help me, I would send the files to he/she takes look, since there are too much codes to be posted here (not that much, but more than 5). Of course that if someone help me, I'll give a special thanks in the file's read-me when ready. ;D
Clone_Commando Posted March 25, 2007 Posted March 25, 2007 Uh... This topic seems a bit dead... Well guys, I'm really needing help with my "Bantha Docks" map... I'm very frustrated since I can't get the things to work! :-\- The Cloud Car props that are supposed just to scenery aren't showing in the map, and I don't want to make the Bespin Wing Guard hangar again;- The land based Star Destroyers don't work;- I was also willing to make hostile structures that the will spawn hostile spacers (a squad that have many different kind of people that you would see in a dock) and other exactly same structures that would be capturable (is this term correct? If not, I wanted to say that the player would be able to capture it) and spawn these squads to the structure's current owner - if I had succeeded in this, I would code capturable "Droid Shops" (would spawn Astrometrich droids, Protocol droids, and others that would use the spotter and the gas collector droid models) to the current owner;- The alarm sound prop doesn't work. If someone that has knowledge in modding (I lack in that) could help me, I would send the files to he/she takes look, since there are too much codes to be posted here (not that much, but more than 5). Of course that if someone help me, I'll give a special thanks in the file's read-me when ready. ;D - Check the affiliation of the cloud cars- What did you want the Star Destoyers to do?- Try looking at the mineral pad/outpost pad to do that (not sure if it can be done though)- What I do is get the Kessel prop (the land one with those VSD's around it and hide it somewhere (makes the sound every once in a while)
HK-47 Posted March 25, 2007 Author Posted March 25, 2007 - Check the affiliation of the cloud cars Their affiliation is currently neutral - What did you want the Star Destoyers to do? Fire at other ships with the category capital set. I gave them the necessary Behavior/LandBehavior attributes, made the hardpoints, made a projectile for land that don't do damage (making them as unlimited background). - Try looking at the mineral pad/outpost pad to do that (not sure if it can be done though) Good idea, I'll try. If that's not possible, than I make those structures able to build that units. - What I do is get the Kessel prop (the land one with those VSD's around it and hide it somewhere (makes the sound every once in a while) Oh I didn't know that Kessel prop makes sound... Thanks by the tip, I'll check it's code. ;D
HK-47 Posted March 25, 2007 Author Posted March 25, 2007 They don't do anything (I put two of them in a map, one being Hostile and the another one Sarlaac just to test - the Grand Army of the Sarlaac Empire! ).Actually I tested the Kessel with ships around prop (it's the one you see in the 1st mission of ZC campaign, right?) and it doesn't make any sounds.
Clone_Commando Posted March 25, 2007 Posted March 25, 2007 It does, some are just faint, and you need to wait like a few mins.
HK-47 Posted March 25, 2007 Author Posted March 25, 2007 Hmm I didn't hear the sound during 6 minutes....
HK-47 Posted March 26, 2007 Author Posted March 26, 2007 Yes I did. I got the Cloud Car to work... SidiousInvader helped me. It was missing Land Obstacle in LandBehavior tag.
Clone_Commando Posted March 26, 2007 Posted March 26, 2007 Hmm, well I guess you could browse through sfxevent files and attach it to a prop, or do somethingelse. :-\
HK-47 Posted March 26, 2007 Author Posted March 26, 2007 I got it to work. While checking the sound code in SFXEventEngines I realized that I forgot to put the sound format after the sound name!Anyhow, thanks to people who tried to help me. Now, is there any way via XML coding that I can make the sound more loud?
Star Wars Godzilla Ruler Posted March 26, 2007 Posted March 26, 2007 YOU ARE AWESOME!!!! GREAT JOB AND THANKS FOR POSTING THIS TO US!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Clone_Commando Posted March 26, 2007 Posted March 26, 2007 I got it to work. While checking the sound code in SFXEventEngines I realized that I forgot to put the sound format after the sound name!Anyhow, thanks to people who tried to help me. Now, is there any way via XML coding that I can make the sound more loud? Unfortunatly, the only way I know how is to turn the game volume up lol, but I don't think there is a way.
Dr. Nick Posted March 26, 2007 Posted March 26, 2007 You can do it through code I think. http://i55.photobucket.com/albums/g154/codeuser/sigcopy.jpghttp://i12.photobucket.com/albums/a245/loverdog/pffuserbar2.jpg[3:52:33 PM] Arbiter says: Paracetamoxyfrusebendroneomycin would cure all of his diseases....[3:52:47 PM] Arbiter says: Except with the side effect of probable death.
HK-47 Posted March 26, 2007 Author Posted March 26, 2007 Hmm interesting, Dr. Nick, but what values do you think I should put? (I mean, is 1 the default value?)
1upD Posted March 27, 2007 Posted March 27, 2007 It's percent... I think that means '100' is default. Don't blame me if your comp explodes though... "I feel fantastic and I'mStill Aliveand when you're dying I will beStill Aliveand when you're dead I will beStill AliveSTILL ALIVE"~GLaDOSAnybody who thinks Palpatine is a sepratist knows NOTHING about star WarsWhen in doubt- rocket it.Dowload The Underworld's Might beta from Filefront!
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