|TG-Irr|Nixon wrote:For 3: Because I am using the road tool to make the walls/burms in my fields and I would like them to be all 1m high.
For 4: want to setup just a few points so I can see my map ingame
For 5: Yeah now I remember, would be since to have the code of that map (where can I d/l the old version w/o d/l the whole mod?)
3. ye rgr, there should be a type in transformation somewhere but a more simple way of doing it might be to set up a marker (I would recommend the "reminder1" static in the /staticobjects/pr/mapping_tools/ folder) and then offset that 1m as a ref, then move your road down to meet it as even if you find a way to do type in transformation, iirc the BF2 editor doesn't have a offset function from its current location so you would have to type in all 3 world axis exact location or something like that, might be possible thou would need to look.
4. ye rgr, all you need to look at your map ingame is two flags, one for each team and some spawn points, don't need any caches or flags to attack
5. its nothing new just a normal AAS flag in ins, as the AAS code is loaded in ins, just isn't used on many maps.
Robskie wrote:Quick question: Are there more afhgan buildings being phased in?
All the current "Afghan" statics are being phased out of the mod which includes the "Afghan v1" statics which you can find on Asda Kahl, and the "Afghan v2" statics which you can find on Lashkar Valley.
Robskie wrote:More buildings in PR and a few overhauls on the maps that would need them would work wonders in my opinion
overhauling the old maps is a huge task and one we would like to do, but its unlikely we are going to have the man power to do it as it requires a lot of redesign of the original map, you can't simply swap out an old building with a new one (unless the new one was specifically made to replace the old one, being the same dimensions etc) and as such, one new building affects another which affects another etc etc and you have to basically start from scratch. Then once you have done that there is most likley terrain, textures, overgrowth, undergrowth, roads etc to fix up and then once that's all done you need to re-lightmap the entire map...
If we can we will but the new statics are focused on the new maps.