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2012-06-20, 22:25 | #1 |
Join Date: Sep 2009
Posts: 430
United States of America
Location: Virginia
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[help!] H Clan Al-BasrahVIP edited map
Hello! I am shwedor from H clan and a team of H members is currently working on an edited Al-Basrah (Al-BasrahVIP) map with the intention of making it into a VIP gamemode. Here are some pictures and our current gameplan for getting it done, along with status updates, we thought it would be easier to post this here rather than individually reaching out for assistance.
Current and Completed Objectives: 1. Artillery IED for insurgents removed -COMPLETED by Eskil 2. SPG Technical for insurgents removed - COMPLETED by Eskil 3. Gary (Dump Truck with explosive device only removed) for insurgents removed (and explosive Big Red) - COMPLETED by Eskil 4. Challenger 2 Tank for British removed - COMPETED by Eskil 5. All but one Warrior for British removed (total of one Warrior IFV) - COMPLETED by Eskil 6. Scimitar(s) removed - COMPLETED by Eskil 7. Addition of Panther CLV's to replace the Warriors that are to be removed (add 4) - COMPLETED by Eskil (Desert Skinned variant) 8. Addition of more .50 cal armed Rovers (9 total) - COMPLETED by Eskil 9. Removal of the helicopters for British () - COMPLETED by Eskil 10. Sapper (IED) kit limited for insurgents, one per a squad of 4+ - COMPLETED by Eskil (awaiting gameplay testing) 11. Removal of C4 kit , Heavy Anti-Tank, and AA kits for British (a la SAW removal on Matrox's fun maps) - COMPLETED by Eskil 12. Removal of one .50 cal technical (3 total for insurgents) - COMPLETED by Eskil 13. Removal of caches/insurgency gamemode, replace with AAS style flags at VCP, gas station and Palace, capped in the order of VCP first, gas station second, then Palace. Only the VIP can cap (a la like pilots can't cap flags in regular PR) (extra flags to be added after gameplay testing to create a more linear path for the convoy, encourage ambushing tactics, and attempt to prevent players from wandering off into the boondocks) - COMPLETED by Eskil (awaiting alterations from gameplay testing) 14. Addition of the old SUV from previous PR versions, for VIP usage only. Respawns 5 minutes after death. Only able to be driven using a pilot kit. *DEVs say we cannot limit driveability of PR vehicles, so we shall edit a kit and make it a special VIP kit, one only for BLUFOR. This kit will be armed with an MP-7, pistol, restrainer, red smoke, binoculars, 3 patches. Serverside rules shall dictate its usage. - SUV added by Eskil 15. VIP kit, only one for British team (limited) (maybe have it allocated only to the commander, most likely as a drop kit) - Awaiting completion 16. British ticket count set to 500, Insurgent ticket count set to 950 - COMPLETED by Eskil (I think) 17. Removal of Supply trucks (No British Firebases, want them to use convoys and not to repair the VIP vehicle) - COMPLETED by Eskil 18. Addition of Eight more civilian vehicles for insurgents, respawning. (all in insurgent main) - COMPLETED by Eskil 19. Removal of Bomb cars - COMPLETED by Eskil 20. Add Three extra RPG kits in insurgent main (total of 6 for insurgents) - COMPETED by Eskil 21. Add Two extra SVD kits in insurgent main (total of 3 for insurgents) - COMPLETED by Eskil 22. Add One extra Enfield Sniper kits in insurgent main (total of 2 for insurgents) - COMPLETED by Eskil 23. (removed) 24. (removed) 25. Addition of Three troop trucks for British. - COMPLETED by Eskil 26. (If possible, not priority) Change the loading music. 27. Add 6 RPK's and 3 PKM's in insurgent main - COMPLETED by Eskil 28. Add 2 ironsights enfield rifles in insurgent main - COMPLETED by Eskil 29. Add 2 extra ammo technicals in insurgent main (total of 4) - COMPLETED by Eskil 30. Add two five minute rally spawns for insurgents in key locations (green dots) - COMPLETED by Eskil We have many more additions and changes coming! This is not even close to our final version! Suggestions to asset layout will be noted, but we have decided to not include any air assets (Edit: we are still thinking of the MH-6) with this particular map. The current layout is to encourage ambushing tactics instead of hit and run drive-by gangland shootings, thus we have a mobile armed British fighting force and a Insurgent fighting force set for well-planned static ambushes. |
Last edited by =HCM= Shwedor; 2012-06-21 at 01:09..
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2012-06-20, 22:36 | #2 |
PR:BF2 QA Tester
Join Date: Jun 2012
Posts: 63
Sweden
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Re: [help1] H Clan Al-BasrahVIP edited map
Hey, Eskil from H too. i have some questions that i havent found any solustion for yet. when i have package the map (for testing) i get ripple texture all over the map but it works fine if i dont pack the map. so dose any one know any solution for it?
thanks Eskil_swe |
2012-06-22, 16:15 | #3 |
Join Date: Oct 2007
Posts: 448
Germany
Location: Berlin, Germany
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Re: [help1] H Clan Al-BasrahVIP edited map
You might recycle my optimized light- and colormaps for Al Basrah:
http://dva.de.vc/albasrah_relightmapped.zip I once relightmapped the whole map and cleaned some bugs from the colormap. |
2012-06-22, 17:28 | #4 |
PR:BF2 QA Tester
Join Date: Jun 2012
Posts: 63
Sweden
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Re: [help1] H Clan Al-BasrahVIP edited map
thx, found out that i just needed the old terraingdata.raw
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2012-06-23, 11:16 | #5 |
Join Date: Mar 2011
Posts: 787
Germany
Location: Freiburg
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Re: [help1] H Clan Al-BasrahVIP edited map
*Whispering from the bushes* just use the whole "Basrah V2" map pls...sooo much better...
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2012-07-01, 00:34 | #6 |
Join Date: Sep 2009
Posts: 430
United States of America
Location: Virginia
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Re: [help1] H Clan Al-BasrahVIP edited map
I've been reading through the forums and mod tutorials, but I am unsure of how to make a new pick-up kit. We are trying to make a new pickup kit for British, only one of them to spawn near the hangers on Basrah and it will only respawn when the person using it dies so as to limit it to one per team. We don't really need it to be selectable from a crate. How does one go about making a new kit (armed with MP-7, pistol, smoke grenades, 3 patches, green binoculars, knife/restrainer) as a pick-up kit without making a completely new mod? And we also need to make it so ONLY that kit can cap flags and no other kit on the map. Only thread I could find on it was this (https://www.realitymod.com/forum/f38...ingle-map.html) and that didn't tell a whole lot. I am assuming it would be similar to making a Project Normandy-style minimod (just a single map folder) but without new meshes if we could use the basic officer kit meshes to save time?
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Last edited by =HCM= Shwedor; 2012-07-01 at 00:39..
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2012-07-03, 18:12 | #7 | |
PR:BF2 Developer
Join Date: Jul 2011
Posts: 1,966
Belarus
Location: Minsk
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Re: [help1] H Clan Al-BasrahVIP edited map
Quote:
To make kit disappear after death, just paste in your %kit_name%.con this line Code:
ObjectTemplate.timeToLiveAfterDeath 1 | |
2012-07-01, 12:20 | #8 |
Join Date: Mar 2010
Posts: 1,413
Czech Republic
Location: Prague
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Re: [help1] H Clan Al-BasrahVIP edited map
Well I guess you need to make kit, and then place it on the map via object spawner. For the thing of having one kit on map, you need to wait until that kit dissapears, not only until the person carring it gets killed. You might make it dissapear instantly after drop? I dont know.
To restrict it to one kit on map only, this could be done via object spawner, similar to how tanks are restricted, maybe? Take this with a big grain of salt, please, as I am really not a capacity in these things. |
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2012-07-09, 22:17 | #9 |
PR:BF2 QA Tester
Join Date: Jun 2012
Posts: 63
Sweden
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Re: [help!] H Clan Al-BasrahVIP edited map
allright thx for the awnser dose any one happen to know what needs to be changed so we only have one kit that can cap ?
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2012-07-10, 03:57 | #10 | |
Join Date: Sep 2011
Posts: 272
Argentina
Location: Buenos Aires
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Re: [help!] H Clan Al-BasrahVIP edited map
Quote:
hope to have helped. keep it up | |
Tags |
albasrahvip, clan, edited, help1, map |
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