Page 15 of 24
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-09-12 23:13
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
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-09-12 23:53
by Wicca
Thank you all for great feedback, ill get back on a new testing event some time in the future.
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-09-22 21:55
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.
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-09-22 22:51
by Wicca
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2010-09-23 01:13
by BloodBane611
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
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-01-03 09:33
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

Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-01-03 19:31
by Zeno
[R-MOD]KP wrote:Point. Stick with ground-based assets, at least for the Norwegians.
m0ar IVECOs!!!!

Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-08 21:11
by Wicca
haaalp
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-08 22:25
by stiankir
you suck
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-08 22:27
by sharpie
Is something missing/corrupted?
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-08 22:57
by Zeno
check the lines that is listed in the message and check for errors
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-09 00:34
by Wicca
How do i check those lines?
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-09 03:14
by sylent/shooter
It looks like something in your .init file.. although I could be mistaken
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-09 05:08
by Amok@ndy
i guess you havent modifyed python, so it must be your GPO.con maybe your flaglayout is wrong
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-09 05:25
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
The info you need is here:
https://www.realitymod.com/forum/f388-p ... 957-a.html
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-09 06:10
by Wicca
thanks ill try that tonight
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-10 19:31
by Wicca
Ok should work now. hmmmh
nope dump report. Imma see if i can fix that
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-10 19:40
by Wicca
So far PR 1 - Wicca 0
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-10 20:16
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
Re: [Map] Karez Offensive (4km) [WIP]
Posted: 2011-03-10 20:20
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