CombatArea - Explain, please

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Senshi
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CombatArea - Explain, please

Post by Senshi »

I haven't worked with them for a long time, and now I have some questions that hopefully are easy to answer by our "mapping gurus" here:

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CombatArea.vehicles 4
CombatArea.layer 4
Can you please tell me what numbers are possible for ".vehicles" and what restrictions they mean? I know there's a couple of options (Tank, Heli, Jet, etc.), but I don't know which correlates with which number and how many there are overall.
Can you please tell me the gameplay relevance of ".layer"? Or is it just for editor layering, as every other object.layer?

I tried googling for this seemingly trivial knowledge, but I couldn't find a place where this is explained properly. Apparently everyone uses the Bf2Editor to handle combatareas.
Rhino
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Re: CombatArea - Explain, please

Post by Rhino »

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

Pics are missing down to ImageShack removing them years ago, but still has most of the relevant info:
This box controls what kind of vehicle is effected by the combat zone. This can be used for crating an extra large, separate combat zone around the base combat zone only for jets, to give them a much larger area to fly in and when you hop into a jet, you can still see the base combat zone, but the area between the base and the jet combat zone will be 1/2 transparent. When hand coding this the values are:
VehicleType "0" = Land
VehicleType "1" = Sea
VehicleType "2" = Planes
VehicleType "3" = Choppers
VehicleType "4" = All
VehicleType "5" = Planes & Choppers
And ye, the layers thing is just for the editor's GPO.con for where you have all the maps layers in the same GPO.con and the editor uses this layer line to save the correct GPOs into the correct game mode and "map size layer".
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Senshi
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Re: CombatArea - Explain, please

Post by Senshi »

Thank you very much.

One more question. On some maps, e.g. Dragon fly skirmish inf, the combatareamanager does not have this line at all:

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CombatAreaManager.damage 2.800000
Does this mean you don't take damage even when exceeding the maxtimeoutside? Or is there some default value used? If so, what value is that?
Rhino
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Re: CombatArea - Explain, please

Post by Rhino »

iirc there is a default value that's used if that isn't there which still causes damage, just not as fast or as slow.
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Senshi
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Re: CombatArea - Explain, please

Post by Senshi »

Quite a lot maps miss this, so I have to figure this out for my mapviewer

I guess it's time for experiments :) .
Thanks for your quick reply, though!
Rhino
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Re: CombatArea - Explain, please

Post by Rhino »

Nice, that looks pretty cool! Could possibly be integrated into our PR Map Gallery and PRSpy? :D
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Mats391
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Re: CombatArea - Explain, please

Post by Mats391 »

No need to experiment for the damage. Can check it in editor.
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Mineral: TIL that Wire-guided missiles actually use wire
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Senshi
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Re: CombatArea - Explain, please

Post by Senshi »

Turista knows about this and we already talked about integrating. But it seems we have different design philosophies and he's too busy with other stuff already.

But yeah, a bit more prominence would be great to get more feedback (and boost motivation :> ).

Back to topic:
Good idea, Mats, looked in the editor.

The value is 20, with the maxtimoutside being 10 seconds. I'm gonna assume it's 20HP/second, which does seem fairly strong. Means you are dead 5 seconds after the 10 seconds grace period is up.
THE_PR_FAN
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Re: CombatArea - Explain, please

Post by THE_PR_FAN »

i also had a question about combat areas and didn't felt about opening a new topic..


i saw in a map that it had 2 combat areas...

one for team 0, and another for team 1..

what does that mean??
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Mineral
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Re: CombatArea - Explain, please

Post by Mineral »

team 0 means it applies to both teams. team 1 and 2 are the two teams that are playing. Team 1 usually being opfor in PR.
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