^ this is the most reliable method for statics that come in mutiple parts
just select part 1, stamp, select part 2, align
That's actually how I did set them up, So silly my, I went back to double check and they weren't there, I'm not sure if I forgot to save them before a crash or it didn't save "objects" who knows.'[R-DEV wrote:Rudd;1647890']https://www.realitymod.com/forum/f189-m ... video.html
^ this is the most reliable method for statics that come in mutiple parts
just select part 1, stamp, select part 2, align![]()


Ohhh a camp named after me, I'm honoredgx wrote:Camp Rhino
First PR map I ever played.'[R-DEV wrote:Rhino;1637176']This map kinda reminds me of Airport, which use to be a PR map a long time ago too
x-07.de Battlefield 2 Maps - AIRPORT
We also had a para drop on the first flag for the Brits![]()
No they Don't. The operation itself had an airborne operation, 1 Apache for support, plus a marine ground unit. I figured the best place to put the Apache would be at the Camp, as it's really the only place it can launch from.lucky.BOY wrote:@gx
You must think about how big advantage will thermals be in such a darkness. A single TOW humvee, combined with TOW emplacements, will be a real threat to OpFor vehicles. An LAV covered by a TOW would just spit death. Adding an apache to the mix would be just crazy.
On a side note, you were talking about Marine support, but to my knowledge, marines don't use any ah-64s, do they?
-lucky

Code: Select all
rem [ObjectSpawnerTemplate: Camp_Rhino_crate]
ObjectTemplate.create ObjectSpawner Camp_Rhino_crate
ObjectTemplate.activeSafe ObjectSpawner Camp_Rhino_crate
ObjectTemplate.modifiedByUser "jeff"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 2 fixed_supply_crate_us
ObjectTemplate.teamOnVehicle 1



Thanks for the quick reply AF. I'm not to familiar with how to check for that (I'm assuming open the hightmap files in photoshop, which I don't have). But from what I could tell by placing a small static in the editor at the lowest point is it is at around 16.[R-DEV]AFsoccer wrote:Check to see if your terrain is at zero (0) elevation anywhere on the map. If it is, it needs to be raised, even if only by 0.01m.

Yeah, no terrain is at 0 or below that.[R-DEV]AFsoccer wrote:gx: The quickest way in editor is to bring your water level up to 1m and see if water shows. You can confirm height (once again, in editor) by using the platform tool and right clicking on a spot. The tool will show you the height at that point.
sylent/shooter: I reply to lots of map questions, but yeah if another kit disappearing question was brought up then that's one thing to look for.

I am assuming "Village" is one end and "Village_South" is the opposite end. Considering that map is 4km, that would be an almost 2km skirmish map. Most, if not all, Skirmish Maps have smaller than 1km play space, maybe even smaller than 0.5km.
Good point, my back up idea was based more on "classic" games like a really small king of the hill.Reddeath wrote:I am assuming "Village" is one end and "Village_South" is the opposite end. Considering that map is 4km, that would be an almost 2km skirmish map. Most, if not all, Skirmish Maps have smaller than 1km play space, maybe even smaller than 0.5km.
Yes.


