[Map] Karez Offensive (4km) [WIP]

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Amok@ndy
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Amok@ndy »

CroCop wrote:- There seems to be alot of Z-Fights in that big village just south of the MEC main (overlapping static textures). I think you might wanna ask around on what can be done
https://www.realitymod.com/forum/f189-m ... video.html

thats a tool really useful for the buildings you use Wicca
Image
Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Thank you all for great feedback, ill get back on a new testing event some time in the future.
Xact Wicca is The Joker. That is all.
KP
Posts: 7863
Joined: 2006-11-04 17:20

Re: [Map] Karez Offensive (4km) [WIP]

Post by KP »

CroCop wrote:You might wanna add up more assets (by assets I dont mean spam Apache's or Tank's). You seem to have alot of choppers but not enough ground transport.
Point. Stick with ground-based assets, at least for the Norwegians.
Image
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

https://www.realitymod.com/forum/f189-m ... video.html

Just reminding myself to watch this :)
Xact Wicca is The Joker. That is all.
BloodBane611
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Re: [Map] Karez Offensive (4km) [WIP]

Post by BloodBane611 »

Wicca wrote:https://www.realitymod.com/forum/f189-m ... video.html

Just reminding myself to watch this :)
I don't know if you read Rhino's post in that thread, but those buildings are not map-usable. They're still in the build because certain maps rely on them, but they can't be used on new ones
[R-CON]creepin - "because on the internet 0=1"
Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Im not using any of those buildigns, its the tool i am looking at. IE what he is doing, not what he is using :)
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Zeno
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Joined: 2008-09-07 14:16

Re: [Map] Karez Offensive (4km) [WIP]

Post by Zeno »

[R-MOD]KP wrote:Point. Stick with ground-based assets, at least for the Norwegians.
m0ar IVECOs!!!! :razz:
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Image

haaalp
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stiankir
Posts: 84
Joined: 2008-12-31 04:01

Re: [Map] Karez Offensive (4km) [WIP]

Post by stiankir »

you suck
I wasn't there man, but I've tried it!

Winners never quit, quitters never win
sharpie
Posts: 1434
Joined: 2009-11-08 03:41

Re: [Map] Karez Offensive (4km) [WIP]

Post by sharpie »

Is something missing/corrupted?
"Tom I think you have influenced the combat effectiveness of this team! Everyone has gone full potato."~Foxxyfrost

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Zeno
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Zeno »

check the lines that is listed in the message and check for errors
Image
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Wicca
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Joined: 2008-01-05 14:53

Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

How do i check those lines?
Xact Wicca is The Joker. That is all.
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Map] Karez Offensive (4km) [WIP]

Post by sylent/shooter »

It looks like something in your .init file.. although I could be mistaken

Killing the enemy sylently
Amok@ndy
Retired PR Developer
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Amok@ndy »

i guess you havent modifyed python, so it must be your GPO.con maybe your flaglayout is wrong
Image
Rhino
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Rhino »

Wicca it would have been worth mentioning you are running the debugger when getting that error. I know the "Call stack: Only available in DEBUG builds" at the bottom of the error message is a dead give away but most people miss that :p

The info you need is here: https://www.realitymod.com/forum/f388-p ... 957-a.html
Image
Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

thanks ill try that tonight
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Ok should work now. hmmmh

nope dump report. Imma see if i can fix that
Xact Wicca is The Joker. That is all.
Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

Image

So far PR 1 - Wicca 0
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Wicca
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Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

rem ********** Control Points **********
rem [ControlPointTemplate: normain]
ObjectTemplate.create ControlPoint normain
ObjectTemplate.activeSafe ControlPoint normain
ObjectTemplate.modifiedByUser "kristoffer"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate
rem -------------------------------------
ObjectTemplate.setControlPointName normain
ObjectTemplate.team 2
ObjectTemplate.controlPointId 1
ObjectTemplate.loseControlWhenEnemyClose 0
ObjectTemplate.unableToChangeTeam 1
ObjectTemplate.isHemisphere 1
ObjectTemplate.supplyGroupId 1
ObjectTemplate.hoistMinMax 0.2/0.9

rem [ControlPointTemplate: mecmain]
ObjectTemplate.create ControlPoint mecmain
ObjectTemplate.activeSafe ControlPoint mecmain
ObjectTemplate.modifiedByUser "kristoffer"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate
rem -------------------------------------
ObjectTemplate.setControlPointName mecmain
ObjectTemplate.team 1
ObjectTemplate.controlPointId 101
ObjectTemplate.unableToChangeTeam 1
ObjectTemplate.supplyGroupId 2
ObjectTemplate.hoistMinMax 0.2/0.9

if v_arg1 == host

rem [ControlPoint: normain]
Object.create normain
Object.absolutePosition -1680.216/72.947/-1034.768
Object.layer 2

rem [ControlPoint: mecmain]
Object.create mecmain
Object.absolutePosition 1569.348/111.683/1320.361
Object.layer 2

endIf

CombatAreaManager.use 1
CombatAreaManager.timeAllowedOutside 10.000000
CombatArea.create CombatArea_0_64cq
CombatArea.min 0.000000/0.000000
CombatArea.max 0.000000/0.000000
CombatArea.addAreaPoint -2047.406128/-2047.104736
CombatArea.addAreaPoint 2047.475098/-2047.837524
CombatArea.addAreaPoint 2047.884277/2047.784180
CombatArea.addAreaPoint -2077.771484/2045.214355
CombatArea.team 0
CombatArea.vehicles 4
CombatArea.layer 2


What is wrong
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Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: [Map] Karez Offensive (4km) [WIP]

Post by Wicca »

rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\the_karez_offensive\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run SoundDistances.con
run tmp.con v_arg1
Undergrowth.load Levels\the_karez_offensive\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con

endIf

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../Factions/faction_init.con 2 "us"
run ../../Factions/faction_init.con 1 "mec"

rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera 983/83/562 -169/26/0

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix "the_karez_offensive"
else
texturemanager.customTextureSuffix "the_karez_offensive"
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 2000

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 300
gameLogic.setDefaultNumberOfTicketsEx 16 2 300
gameLogic.setDefaultNumberOfTicketsEx 32 1 300
gameLogic.setDefaultNumberOfTicketsEx 32 2 300
gameLogic.setDefaultNumberOfTicketsEx 64 1 300
gameLogic.setDefaultNumberOfTicketsEx 64 2 300
gameLogic.setDefaultNumberOfTicketsEx 128 1 400
gameLogic.setDefaultNumberOfTicketsEx 128 2 400
gameLogic.setDefaultTimeToNextAIWave 0
gameLogic.setTicketLossAtEndPerMin 200
gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10
Xact Wicca is The Joker. That is all.
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