[Map] Operation Forgotten Homeland (4km) [WIP]

Maps created by PR community members.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [MAP]Operation forgotten homeland 4x4[WIP]

Post by Rudd »

sorry mate, thats alot of large PNGs, so I took the image tags away to save people's download bandwidth

I'm looking through the screenies now and it looks very nice mate

lookslike your undergrowth can use some work, its very bright and rendering at long range, you'll need to dial that back a bit and perhaps choose a more suitable texture as its very bright right now.

your water looks a little bit purple too, did you envmap it with a different sky texture?

theres some zfighting between water and land where the groudn has a very shallow slope, you can make that a bit steeper I think to help combat it.

piles of containers, remember there needs to be some kind of mechanism for placing/removing those containers, a crane etc, I'd remove teh large stacks myself, they are better suited to a dockland.

there should be some end runway road statics for you to add to the end of your runway with differnet markings
Last edited by Rudd on 2011-03-31 14:25, edited 1 time in total.
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Aquiller
Posts: 884
Joined: 2008-03-25 09:43

Re: [MAP]Operation forgotten homeland 4x4[WIP]

Post by Aquiller »

Grober wrote:Factions : Rus vs Pol
Sadly, not gonna happen. :)


Looks interesing Grober, can't say much without a minimap or at least a drawn flag layout.
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by lucky.BOY »

It seems from the screens that you put the main in the corner of the map about 10 metres away from edges. It is not good from various reasons, including mumble disonnects.

-lucky
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by dunem666 »

http://img197.imageshack.us/img197/8601/beztytuu10n.png

/\/\

i have to ask..... but is this ripped from vanilla's road to jalalabad? If your unsure with what I mean, open jalalabad in the editor. Its pretty identical on the dome of death :)

nice lookin map tho
dunem
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LaZNag
Posts: 4
Joined: 2010-12-21 15:22

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by LaZNag »

very nice map !!
looking forward to play it :)
VapoMan
Retired PR Developer
Posts: 1139
Joined: 2009-05-29 07:11

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by VapoMan »

Its because you've missed out this:

Code: Select all

ObjectTemplate.team 1
So it should look like:

Code: Select all

rem [ObjectSpawnerTemplate: cpname_operation_forgotten_homeland_aas64_russian_ main_trans]
ObjectTemplate.create ObjectSpawner cpname_operation_forgotten_homeland_aas64_russian_ main_trans
ObjectTemplate.activeSafe ObjectSpawner cpname_operation_forgotten_homeland_aas64_russian_ main_trans
ObjectTemplate.modifiedByUser "Grober"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setObjectTemplate 1 ru_the_mi8
ObjectTemplate.minSpawnDelay 600
ObjectTemplate.maxSpawnDelay 600
ObjectTemplate.TimeToLive 12000
ObjectTemplate.Distance 100
[color=Red]ObjectTemplate.team 1[/color]
ObjectTemplate.teamOnVehicle 1

Image"Eight glorious sides and eight stunning angles!"Image
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by Amok@ndy »

maybe you spawn as Team2 and try to enter a Team1 vehicle
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by Rudd »

ObjectTemplate.teamOnVehicle 1
remove this for testing, its set as team 0 I think, neutral therefore you cant use it

for your final GPO, do as Andy says
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by Amok@ndy »

post up your GPO.con i guess its a simple error
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by Amok@ndy »

your init is complelty outdated
or is your pr_edit v0.85 ?
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Map] Operation Forgotten Homeland (4km) [WIP]

Post by Amok@ndy »

Delete

Code: Select all

run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_us.con
run ../../objects/common/spawners/spawners_ger.con
Replace

Code: Select all

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

gameLogic.setTeamName 1 "RU"
gameLogic.setTeamName 2 "GER"

gameLogic.setTeamLanguage 1 "RU"
gameLogic.setTeamLanguage 2 "German"

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

gameLogic.setKit 1 0 "ru_officer" "pr_ru_soldier4"
gameLogic.setKit 2 0 "ger_officer" "pr_ger_soldier5"

gameLogic.setKit 1 1 "ru_officer_alt" "pr_ru_soldier1"
gameLogic.setKit 2 1 "ger_officer_alt" "pr_ger_soldier4"

gameLogic.setKit 1 2 "ru_rifleman" "pr_ru_soldier3"
gameLogic.setKit 2 2 "ger_rifleman" "pr_ger_soldier2"

gameLogic.setKit 1 3 "ru_rifleman_alt" "pr_ru_soldier2"
gameLogic.setKit 2 3 "ger_rifleman_alt" "pr_ger_soldier1"

gameLogic.setKit 1 4 "ru_specialist" "pr_ru_soldier1"
gameLogic.setKit 2 4 "ger_specialist" "pr_ger_soldier1"

gameLogic.setKit 1 5 "ru_medic" "pr_ru_soldier2"
gameLogic.setKit 2 5 "ger_medic" "pr_ger_soldier3"

gameLogic.setKit 1 6 "ru_support" "pr_ru_soldier3"
gameLogic.setKit 2 6 "ger_support" "pr_ger_soldier6"

rem -----------------------------------------------------------------------------
with

Code: Select all

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

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

rem -----------------------------------------------------------------------------
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