Walking Bantha and Dewback
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Walking Bantha and Dewback
These are the walking Bantha and Dewback models as the title suggests.
They can be used two ways in a map. If you use just the tat_walk_bantha or the tat_walk_dewback they can be spawned as locals and they will just walk around. They will walk better if you give them a path to follow or an objective they get bored easily otherwise and just stop.
There is also the rider version of these too tat_walk_bantha_rider and tat_walk_dewback_rider. These should only be spawned as a vehicle if you do otherwise it will crash you map when the unit dies.
You have to change this:
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
in you lua for them to show up as well.
Also don't change any of the collision or animation values in the odf or the model may not work correctly.
You can change the movement values to make them walk faster though.
I had written down who the original creators of the models somewhere but I seem to have lost it so if anyone can help out there I'd really appreciate it and I will update this post accordingly. The original creators of the models are who you should credit to should you use these models.
Download Link:
DropBox
GameFront
MediaFire
Edit: Please credit Mars Marshall (neomarz) for the Bantha and monsoontide for the Dewback
Edit: July 2009 just noticed an error in the tat_walk_bantha_rider.req file you need to go into it and add _rider to the tat_walk_bantha part.
They can be used two ways in a map. If you use just the tat_walk_bantha or the tat_walk_dewback they can be spawned as locals and they will just walk around. They will walk better if you give them a path to follow or an objective they get bored easily otherwise and just stop.
There is also the rider version of these too tat_walk_bantha_rider and tat_walk_dewback_rider. These should only be spawned as a vehicle if you do otherwise it will crash you map when the unit dies.
You have to change this:
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
in you lua for them to show up as well.
Also don't change any of the collision or animation values in the odf or the model may not work correctly.
You can change the movement values to make them walk faster though.
I had written down who the original creators of the models somewhere but I seem to have lost it so if anyone can help out there I'd really appreciate it and I will update this post accordingly. The original creators of the models are who you should credit to should you use these models.
Download Link:
DropBox
GameFront
MediaFire
Edit: Please credit Mars Marshall (neomarz) for the Bantha and monsoontide for the Dewback
Edit: July 2009 just noticed an error in the tat_walk_bantha_rider.req file you need to go into it and add _rider to the tat_walk_bantha part.
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Re: Walking Bantha and Dewback
FragMe, that is one of the coolest things I've seen in SWBF in a long time! Never thought to see a walking Dewback or Bantha in this game. What an incredible job Hope this works in SWBF1 without any problems...
- Sky_216
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Re: Walking Bantha and Dewback
WOW!!! Awesome, FragMe...
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- Black Sun Slicer
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Re: Walking Bantha and Dewback
We needed more animals...
Great stuff Frag.
Great stuff Frag.
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Re: Walking Bantha and Dewback
Yeah, finaly a some good assets.
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- Jedi
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Re: Walking Bantha and Dewback
o_o Dewback
- Teancum
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Re: Walking Bantha and Dewback
Too cool dude. I'm totally using those guys. To bad we can't make the dewback sprint.
FYI, Mars Marshall made the bantha. The dewback is made by Raven Software.
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Re: Walking Bantha and Dewback
They are just using ATAT anims so they can be speed up I just have the max speed set low right now cause it looked better when they are walking
*first post updated with credit information
*first post updated with credit information
- DarthD.U.C.K.
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Re: Walking Bantha and Dewback
thank you, they will be very usefull,
but the anims look so notanimalish...
just a question by the way: is mars marshal neomarz???
since the bantha is neomarzs banthaprop and mars marshal releases neomars things on jkafiles.
but the anims look so notanimalish...
just a question by the way: is mars marshal neomarz???
since the bantha is neomarzs banthaprop and mars marshal releases neomars things on jkafiles.
- Teancum
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Re: Walking Bantha and Dewback
YesDarthD.U.C.K. wrote:is mars marshal neomarz???
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Re: Walking Bantha and Dewback
This is the way to make walkers indeed! I also made a Gelagrub once, but the model sucked
DUCK, why are you noticing they're not animallike?
A walking dewback and bantha man?! who cares if their hips move in circles?!
DUCK, why are you noticing they're not animallike?
A walking dewback and bantha man?! who cares if their hips move in circles?!
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Re: Walking Bantha and Dewback
Very cool! It's neat to have some more animals in the game. Thanks a lot!
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Re: Walking Bantha and Dewback
FragMe! wrote:Please credit Mars Marshall for the Bantha and Revan Software for the Dewback
Raven not Revan
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Re: Walking Bantha and Dewback
Thanks, updated first post (my keyboard can't spell right)
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- Lieutenant General
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Re: Walking Bantha and Dewback
Cool models! Unfortunately, I can't get them working ingame.
Thanks in advance!
Here's my lua:
What do I change it to?AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
Thanks in advance!
Here's my lua:
Hidden/Spoiler:
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Re: Walking Bantha and Dewback
You change the 0 to the number of walkers you want in your map. So if it is 3 then the line would look like
AddWalkerType(2, 3) -- 2x2 (2 pairs of legs)
AddWalkerType(2, 3) -- 2x2 (2 pairs of legs)
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- Lieutenant General
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Re: Walking Bantha and Dewback
Oh...I get it !
Thanks Frag!
Unfortunately, after testing, the Dewback still doesn't work. Any ideas?
Thanks
Thanks Frag!
Unfortunately, after testing, the Dewback still doesn't work. Any ideas?
Thanks
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Re: Walking Bantha and Dewback
How are you spawning it?
If they are just walking around you can just put in an untakable command post (make sure you set it to team 3* in ZE) give it a spawn path and just spawn them as vehicles. Actually I will confirm the last bit when I get home.
* important bit
If they are just walking around you can just put in an untakable command post (make sure you set it to team 3* in ZE) give it a spawn path and just spawn them as vehicles. Actually I will confirm the last bit when I get home.
* important bit
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Re: Walking Bantha and Dewback
I was spawning them as locals, and I have made locals before and they worked, but this time they don't. Oh well...maybe I did something wronng....
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Re: Walking Bantha and Dewback
I just checked, for the riderless versions of these I am just spawning them as units.
This is all that is in my lua
and
This is all that is in my lua
Code: Select all
ReadDataFile("dc:SIDE\\ban.lvl",
"tat_walk_bantha",
"tat_walk_dewback")
Code: Select all
SetTeamName (3, "ban")
AddUnitClass (3, "tat_walk_dewback",1,3)
AddUnitClass (3, "tat_walk_bantha",1,2)
SetUnitCount (3,5)
AddAIGoal(3, "Deathmatch", 1000)
SetTeamAsNeutral(ATT,3)
SetTeamAsNeutral(3,ATT)
SetTeamAsNeutral(DEF,3)
SetTeamAsNeutral(3,DEF)