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re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-16 03:26
by Amok@ndy
i would remove the AttackHelos, the map is so small they would be overkill

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-16 04:20
by CrY3R
Attack heli removed
Added logi for each Faction
Updated Desc
Flags are capturable
but another problem just showed, Heavy AT and Light AT weapons are invinsible aswell as the weapons for the driver on each faction and i still try to figure out why map won't use localization for flagname's (separate file called "bf2map_audit.utxt") copied existing one

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-16 15:18
by mockingbird0901
[R-DEV]Amok@ndy wrote:i would remove the AttackHelos, the map is so small they would be overkill
It's funny, as I remember this as being one of the largest maps in vBF2. Both physically and feel vice. Always did like that map though. :)

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-16 15:21
by Pvt.LHeureux
Dragon Valley and CleanSweep were the biggest I think. Along with Highway Tampa.

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-16 16:17
by Wakain
the germans actually look pretty sweet on Fushe, due to that I don't have the chance to play many German-based maps like silent eagle or lashkar I always forget that comfac is actually finished! :p

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-16 17:23
by Daniel
Attck Helos are must on FuShe, especially with MG (so not the german Tiger, take a french version with MG), so u can shoot ur missiles into those tunnels, over those mountains/hills, sooooo many tactical nice maneuvres possible with ATKHElos on this map...

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-16 17:52
by Amok@ndy
CrY3R wrote:but another problem just showed, Heavy AT and Light AT weapons are invinsible aswell as the weapons for the driver on each faction
maybe your init.con is wrong have a look at it ->
https://www.realitymod.com/forum/f354-c ... ystem.html
CrY3R wrote:i still try to figure out why map won't use localization for flagname's (separate file called "bf2map_audit.utxt") copied existing one
make sure its in the right language folder, if you have your game installed in german the files need to be in the german folder (if you are not sure in which language you have it just copy it over to english and german folders)

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-16 23:11
by CrY3R
maybe your init.con is wrong have a look at it ->
https://www.realitymod.com/forum/f354-c ... ystem.html
init.con looks like this:
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "RU"
gameLogic.setTeamName 2 "CH"

gameLogic.setTeamLanguage 1 "RU"
gameLogic.setTeamLanguage 2 "Chinese"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_ru"
gameLogic.setTeamFlag 2 "flag_ch"

gameLogic.setKit 1 0 "ru_officer" "pr_ru_soldier4"
gameLogic.setKit 2 0 "ch_officer" "pr_ch_soldier4"

gameLogic.setKit 1 1 "ru_officer_alt" "pr_ru_soldier1"
gameLogic.setKit 2 1 "ch_officer_alt" "pr_ch_soldier1"

gameLogic.setKit 1 2 "ru_rifleman" "pr_ru_soldier3"
gameLogic.setKit 2 2 "ch_rifleman" "pr_ch_soldier3"

gameLogic.setKit 1 3 "ru_rifleman_alt" "pr_ru_soldier2"
gameLogic.setKit 2 3 "ch_rifleman_alt" "pr_ch_soldier2"

gameLogic.setKit 1 4 "ru_specialist" "pr_ru_soldier1"
gameLogic.setKit 2 4 "ch_specialist" "pr_ch_soldier1"

gameLogic.setKit 1 5 "ru_medic" "pr_ru_soldier2"
gameLogic.setKit 2 5 "ch_medic" "pr_ch_soldier2"

gameLogic.setKit 1 6 "ru_support" "pr_ru_soldier3"
gameLogic.setKit 2 6 "ch_support" "pr_ch_soldier3"

rem -----------------------------------------------------------------------------
For the Germans i'll try to port vannila OP Harvest or OP Road Rage or both

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-16 23:40
by sylent/shooter
thats the problem right there. You can;t use the gameLogic.setKit command to load your kits. instead you have to load them by faction so it'll look like this:

Code: Select all

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

run ../../Factions/faction_init.con 1 "ru"
run ../../Factions/faction_init.con 2 "ch"

rem -----------------------------------------------------------------------------
After you've gotten the correct names that you want, look at other maps init.cons in your PR edit folder, then save the init.con and make sure that you change the file to "read only" therefore everytime you save something in the editor it won't get overwritten.

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-17 04:11
by Amok@ndy
CrY3R wrote:init.con looks like this:


For the Germans i'll try to port vannila OP Harvest or OP Road Rage or both
have you even had a look at the link i posted for you ?

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-17 12:17
by CrY3R
i had a look of the link that u send me just want to make sure that i have to make it "read only" cuz i made it as the link sad me but it changed like what i posted before

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-17 15:02
by Amok@ndy
if you save in the editor and the editor asks you

Code: Select all

Init.con is Read-Only ! Do you want to make it Read ? [Yes] [No]
then you should really press NOOOOO else you get your result
also make a copy of the init and move it to a save place

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-17 15:43
by CrY3R
many thanks to Amok@ndy and Sylent/shooter works perfect

Update:
CP's are set and capturble
teams are set
tickets are 600 right now
maps has (for each factions)
2 transheli's
1 IFV
3 jepps
1 logi
vehicle depot
and command post (UAV wont work :S)

Image

@Daniel i personally think the same as Amok@ndy attkheli's would be really overkill

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-17 19:09
by sylent/shooter
cool! :D how did you get that photo though? Kind of curious...

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-18 01:02
by Pvt.LHeureux
Make the possibility to go on the mountains on the sides, so pilots can drop people there with trans helo and make fobs too :)

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-18 04:53
by CrY3R
Pvt.LHeureux wrote:Make the possibility to go on the mountains on the sides, so pilots can drop people there with trans helo and make fobs too :)
i could make the hill north of bridgecamp "playable"

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-18 04:55
by CrY3R
sylent/shooter wrote:cool! :D how did you get that photo though? Kind of curious...
i took the frame from "battle of qin ling" (i guess) cut out the map went to the editor increased viewdistance to 5000 and made a pic. rest was simply edited with "Paint.NET" :grin:

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-20 23:53
by Daniel
Well, "CrY3r", I just meant (and it looks like that on ur minimap too) that the current layout is rather suited as skirmish, or is it reeeally big now? Make the map twice as big, add some tunnels, and ready for my attckhelo plan I suggested one page before... ;)

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-20 23:55
by Pvt.LHeureux
Daniel, he's auditing the map, I don't think he added anything to it, like statics :razz:

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Posted: 2012-04-21 00:32
by Daniel
oooooops then... :P

Well, AWESOME u make this for our community, CrY3R, converting one of/or even my MOST fourite BF2 map into PR! :D