nice job guys!
i like the idea of putting a clone skin on a dark trooper model. i wish i could hex edit since i have no idea how to get rid of things like e.g. jetpacks.
keep it up zero team!
ZERO Squad
Moderator: Moderators
-
- Master Sergeant
- Posts: 171
- Joined: Sun Apr 16, 2006 1:16 pm
-
- Sith Master
- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: ZERO Squad
Updated first post with a bit more info about the different maps. Also added what the protectors are (AI running around the map), the Target (kill him/her and win) and the General (unlockable after 6 points/1 life)
- Maveritchell
- Jedi Admin
- Posts: 7366
- Joined: Mon Aug 21, 2006 11:03 pm
Re: ZERO Squad
You really need to up the length or complexity of these, somewhat. I see that you have unlockable units in there, but honestly, each of these lasts maybe a minute - it's just "survive to find the target" and then "walk backwards and shoot." Maybe if you did something like having the target show up three times interspersed among waves of more-difficult enemies, or the target only shows up after a certain amount of enemy kills, or the target teleports somewhere else after it's taken a certain amount of damage - it's your call, of course, but right now the difficulty level and play-time is at a minimum.
-
- Sith Master
- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: ZERO Squad
Totally true. I tried to add things before, but when I added an Objective of destroying other person, or object, or whatever, it didn't work anymore. Scripting is just too complicated for me I guess..Maveritchell wrote:You really need to up the length or complexity of these, somewhat. I see that you have unlockable units in there, but honestly, each of these lasts maybe a minute - it's just "survive to find the target" and then "walk backwards and shoot." Maybe if you did something like having the target show up three times interspersed among waves of more-difficult enemies, or the target only shows up after a certain amount of enemy kills, or the target teleports somewhere else after it's taken a certain amount of damage - it's your call, of course, but right now the difficulty level and play-time is at a minimum.
- Sky_216
- Droid Pilot Assassin
- Posts: 2086
- Joined: Mon Feb 13, 2006 3:28 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
Re: ZERO Squad
MandeRek wrote:Totally true. I tried to add things before, but when I added an Objective of destroying other person, or object, or whatever, it didn't work anymore. Scripting is just too complicated for me I guess..Maveritchell wrote:You really need to up the length or complexity of these, somewhat. I see that you have unlockable units in there, but honestly, each of these lasts maybe a minute - it's just "survive to find the target" and then "walk backwards and shoot." Maybe if you did something like having the target show up three times interspersed among waves of more-difficult enemies, or the target only shows up after a certain amount of enemy kills, or the target teleports somewhere else after it's taken a certain amount of damage - it's your call, of course, but right now the difficulty level and play-time is at a minimum.
Well Mande, I've made a lot of short campaign/mission/wave things for DS, so if you send me the scripts, a list of side/unit names and what you'd like to happen in each mission I can probably make some more complicated stuff for you.
-
- Hoth Battle Chief
- Posts: 3132
- Joined: Sun Dec 09, 2007 11:45 pm
- Projects :: No Mod project currently.
- Location: A Certain Box Canyon
Re: ZERO Squad
While a more challenging and less popular idea, I think giving the target unit infinite stealth would be a nice idea.
- Eggman
- Master Bounty Hunter
- Posts: 1516
- Joined: Mon Jul 16, 2007 1:30 pm
- Projects :: Battlefront Chronicles
- Location: Las Vegas
Re: ZERO Squad
I'm not sure that would be good for every mission, but that could be a great idea for one of the missions - it could be the target's special ability or something like that.Grev wrote:While a more challenging and less popular idea, I think giving the target unit infinite stealth would be a nice idea.
-
- Sith Master
- Posts: 2766
- Joined: Tue Oct 02, 2007 10:51 am
- Projects :: Battlefront Zer0
- xbox live or psn: No gamertag set
- Location: Ghosting around GT
- Contact:
Re: ZERO Squad
I took a break into life today, and really did some scripting-experimenting.. It worked out! It actually made sense now! Tantive IV is done, with some simple objectives. First post will be updated with the objectives
-
- Banned
- Posts: 4089
- Joined: Mon Sep 22, 2008 3:17 pm
- Projects :: No Mod project currently.
Re: ZERO Squad
Can't wait to play the new Tantive IV!