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		<title><![CDATA[First Strike Forums — death star map]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=583</link>
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		<description><![CDATA[The most recent posts in death star map.]]></description>
		<lastBuildDate>Thu, 04 May 2006 22:31:25 +0000</lastBuildDate>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=22559#p22559</link>
			<description><![CDATA[<p>there will be turrets also... there is so much to plan and impliment on this map.. aswell as its size.. </p><p>should be able to code a random laser script some how</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| AQUILA)]]></author>
			<pubDate>Thu, 04 May 2006 22:31:25 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=22559#p22559</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=22540#p22540</link>
			<description><![CDATA[<p>turrets make the map more real <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> and I think u can have 100 players on one map (but with alot of lag I guess), so it would be possible with patch 1.3 to have 20 blasters (bots) and still 30 players I think</p>]]></description>
			<author><![CDATA[null@example.com (Dragunov)]]></author>
			<pubDate>Thu, 04 May 2006 19:12:55 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=22540#p22540</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=22538#p22538</link>
			<description><![CDATA[<div class="quotebox"><cite>JeRK wrote:</cite><blockquote><p>You want it star wars correct right?<br />Then the turrets will have to be really unaccurate, as all rebels got shot down by the ties in the movie.<br />The turrets were designed to guard the deathstar from a large scale attack with Blockade runners and frigates and stuff like that. The rebels knew that and sent the small fighters that had no problems with those huge slow turrets.</p></blockquote></div><p>Porkins died because he was overconfident <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><p>A random script would be nice because I would rather be shot down by a fighter than a turret. Just make a lot of lasers that make it seem more intense.</p>]]></description>
			<author><![CDATA[null@example.com (MK4210)]]></author>
			<pubDate>Thu, 04 May 2006 18:51:43 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=22538#p22538</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=22529#p22529</link>
			<description><![CDATA[<p>imo it needs to be a random script and green bolts flying randomly thoughout the space</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| AQUILA)]]></author>
			<pubDate>Thu, 04 May 2006 16:24:59 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=22529#p22529</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=22525#p22525</link>
			<description><![CDATA[<p>The problem is bots are still player no matter whether you are playing CO-OP or regular mode. The more bot controlled turret there are the less Imp players there can be on that team.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| General Un-Co)]]></author>
			<pubDate>Thu, 04 May 2006 12:40:25 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=22525#p22525</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=22524#p22524</link>
			<description><![CDATA[<p>You want it star wars correct right?<br />Then the turrets will have to be really unaccurate, as all rebels got shot down by the ties in the movie.<br />The turrets were designed to guard the deathstar from a large scale attack with Blockade runners and frigates and stuff like that. The rebels knew that and sent the small fighters that had no problems with those huge slow turrets.</p>]]></description>
			<author><![CDATA[null@example.com (JeRK)]]></author>
			<pubDate>Thu, 04 May 2006 12:03:22 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=22524#p22524</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=22500#p22500</link>
			<description><![CDATA[<p>ooo Bot controlled towers, sounds like a good option.</p>]]></description>
			<author><![CDATA[null@example.com (Tren)]]></author>
			<pubDate>Wed, 03 May 2006 23:31:12 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=22500#p22500</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=22491#p22491</link>
			<description><![CDATA[<p>Hmm The new patch 1.3 ( coming soon).. The say This (( Co-op: Co-op Mode allows you to play Single Player levels on the Internet and LAN with both AI controlled bots and human players. Several new options have been created that will allow the server creator to modify how the bots behave in game.)) so can the&nbsp; bots be the Tower??..&nbsp; <a href="http://www.ea.com/official/battlefield/battlefield2/us/editorial.jsp?src=communityupdate_042506">http://www.ea.com/official/battlefield/ … ate_042506</a> sorry if i got it rong</p>]]></description>
			<author><![CDATA[null@example.com (mr_kamikaze)]]></author>
			<pubDate>Wed, 03 May 2006 21:13:44 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=22491#p22491</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=10370#p10370</link>
			<description><![CDATA[<p>yes, only during testing we can see how it works <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>But the auto turrent cannot track TIEs of course</p>]]></description>
			<author><![CDATA[null@example.com (Dragunov)]]></author>
			<pubDate>Wed, 15 Feb 2006 18:47:08 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=10370#p10370</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=10337#p10337</link>
			<description><![CDATA[<p>The problem with the death star map is that all of the rebel players (I assume) will start in aircraft, this means 32 max Rebel aircraft will be attacking the death star. If every imperial player flew a TIE the map would be unbalanced because 32 X-wings are better than 32 TIEs. But if there were Turrets on the ground that shot any rebel who got to close, the battle would be evened up. Another thing that may be neede to keep the battle even is to, give the rebels 16 X-Wings and 8 two seater Y-wings, this means every rebel would still be in aircraft but the Imperials would have the ships to out number the 32 - 24.</p><p>that will be a balance issue cleared up in testing.</p><p>Auto turrets:<br />The code i found is to essentially create ambient effects that do damage, it basically works by detecting if a player is inside the objects radius if so the gun turns and shoots. THS IS NOT AI, it is a small amount of code that achieves a turret that can turn and shoot. (In its current form the code for the turrret hits every time, so the code may need to be amended.)</p><p>i would like to see if we can impliment this.. would interesting if we can make it less accurate</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| AQUILA)]]></author>
			<pubDate>Wed, 15 Feb 2006 14:15:54 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=10337#p10337</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=10275#p10275</link>
			<description><![CDATA[<p>Here how AI works</p><p>CO-OP:<br />EA did <span class="bbu">not</span> include CO-OP in the game, although it can however be payed through a glitch by creating a single player game then having the clients connect to it&#039;s IP.</p><p>BOTS:<br />Bots play like regular soldiers except the are PC controlled. They have programmed reactions to situations like the ability to choose the appropriate weapon or take cover. In the editor you can set up strategies for them where to walk and when to walk there. (eg. You can give them the instruction to only use turrets). Most importantly they count as real human players and there for take up human spots on a server (max of 64 players). If a human player joins the server a bot is automatically kicked to make room. This means that if you had the bots controlling the turrets every time someone joind the impirial team a bot would be kicked from the game emptying the turret.</p><p>Auto turrets:<br />The code i found is to essentially create ambient effects that do damage, it basically works by detecting if a player is inside the objects radius if so the gun turns and shoots. THS IS NOT AI, it is a small amount of code that achieves a turret that can turn and shoot. (In its current form the code for the turrret hits every time, so the code may need to be amended.)</p><br /><p>The problem with the death star map is that all of the rebel players (I assume) will start in aircraft, this means 32 max Rebel aircraft will be attacking the death star. If every imperial player flew a TIE the map would be unbalanced because 32 X-wings are better than 32 TIEs. But if there were Turrets on the ground that shot any rebel who got to close, the battle would be evened up. Another thing that may be neede to keep the battle even is to, give the rebels 16 X-Wings and 8 two seater Y-wings, this means every rebel would still be in aircraft but the Imperials would have the ships to out number the 32 - 24.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| General Un-Co)]]></author>
			<pubDate>Wed, 15 Feb 2006 06:44:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=10275#p10275</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=10152#p10152</link>
			<description><![CDATA[<p>why implement a turret as a player, or can u still have 64 players on a map, even if u add turrets as players?</p>]]></description>
			<author><![CDATA[null@example.com (Dragunov)]]></author>
			<pubDate>Tue, 14 Feb 2006 10:35:10 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=10152#p10152</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=10098#p10098</link>
			<description><![CDATA[<p>thats a good piont. I&#039;m a little confused about how every mod is saying AI isn&#039;t possible in multiplayer. What you mentioned is coop. Is there a difference? Can bots be on the player&#039;s team (as turrets?)</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Mon, 13 Feb 2006 23:53:37 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=10098#p10098</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=10060#p10060</link>
			<description><![CDATA[<p>Have you guys even heard of the mercs mod?</p><br /><p>It allows bots in multiplayer maps.&nbsp; </p><br /><p>So it is possable.&nbsp; I mean worse case senerio you have bots spawn as turrets in the game.</p>]]></description>
			<author><![CDATA[null@example.com (diff-edge)]]></author>
			<pubDate>Mon, 13 Feb 2006 18:59:40 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=10060#p10060</guid>
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			<title><![CDATA[Re: death star map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=10049#p10049</link>
			<description><![CDATA[<p>I see ur in the sound department, so can u talk a little bit about it? <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Dragunov)]]></author>
			<pubDate>Mon, 13 Feb 2006 18:43:12 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=10049#p10049</guid>
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