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FH Mapping
For mappers to discuss mapping for their favourite BF1942 mod.

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Old May 22nd, 2006   #11
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Default Re: Scenario Map : Desperate_Convoy

Ooh I am sure the devs will love this idea. If not for FH2 then for a private, free minimod. I LOVE the idea of smoke mortars, it occurred to me on Cretan Village that you have to get pretty close to your target to throw smoke on it. If you added whole BATTERIES of smoke mortars like on Charlie Sector and Stashuv Area then it would really start to come into shape, and could be used in some (dare I say it) "well meaning server side mods". I love the idea.

"Victory after all, I suppose! Well, it seems a very gloomy business."
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Old May 22nd, 2006   #12
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Default Re: Scenario Map : Desperate_Convoy

Wow, very nice idea, and if I understand correctly,ingenoius code.

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Old May 22nd, 2006   #13
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Default Re: Scenario Map : Desperate_Convoy

This is where I am for the moment ... creating clouds



Still explode after a certain time :
Quote:
ObjectTemplate.timeToLive CRD_NONE/3/0/0
But not after collision , could create a specific material (with the effect associated to collision) ... but not very smart ... so need to find a way :

I'm using :
Quote:
ObjectTemplate.StopAtEndEffect 0
ObjectTemplate.dieAfterColl 0
ObjectTemplate.invisibleAtEndEffect 0
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.useMMOnEndEffect 0
ObjectTemplate.endEffectTemplate e_smoke_white
But does not work

Keep searching ... we'll keep U posted

Miaou


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Old May 22nd, 2006   #14
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Default Re: Scenario Map : Desperate_Convoy

At http://bfewaw.com we created a kit that deploys rafts, those would be quite usefull for the first part of that river crossing and capping flags on the other bank. Intressted ?

http://bfewaw.com
WaW - The FH Tournament
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Old May 23rd, 2006   #15
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Default Re: Scenario Map : Desperate_Convoy

You bet !

Great idea ... actually, since the fan map pack was out I had more time to polish the map, and felt that aligning 8-10 two seater rafts was not the best idea.

On the loading screen of the map, I've already placed a photo where we see the german army crossing a river with a raft occupied by a dozen of soldier's paddelling ... So I started to think about creating such an object.

But indeed, I raft-kit could also be a good idea ... do you have it integrated in a specific custom map ?

BTW, I did not knew your site ... (may be our team PR's knows your community ) , I'll have a look at it anyway
But indeed, I could use your idea, it would fit perfectly in the phase one of this map.

If interested, I'll keep you posted for the beta test of the next evolution of the map (once the destructable bridges and the smoke mortar are finalised).

Miaou


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Old May 24th, 2006   #16
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Default Re: Scenario Map : Desperate_Convoy

http://myistournaments.com/ftpwaw/Mo...h-1944_001.rfa
a small hotfix for breakthrough if you want to check out how it looks and works, there is still a problem with the animation though. You find them on the table of the allied base, where the pilot kits used to be.

You have my permission to use it in this map.

http://bfewaw.com
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Old May 24th, 2006   #17
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Default Re: Scenario Map : Desperate_Convoy

Been following this thread a bit but haven't taken the time to comment yet... until now of course hehe.
All I can say is wow, very, very nice! Great to see innovative thinking
t'Is a nice testcade for future FH2 map.

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Old May 25th, 2006   #18
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Default Re: Scenario Map : Desperate_Convoy

Here it is ... ... I'm happy to announce the creation of the smoke-mortar



A great way to cover your teammates assault, when having to cross exposed and difficult terrain (river, field aso aso ...)

Of course will be implemented in Desperate_convoy for the phase 1 , (fixed mortar next to the windmill and North-East bunker)

Miaou


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Old May 25th, 2006   #19
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Default Re: Scenario Map : Desperate_Convoy

Very nice! But I suggest not ahving many of htese rounds availabel to fire. If smoke shells, one after another will be falling in one place it can become laggy.

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Old May 25th, 2006   #20
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Default Re: Scenario Map : Desperate_Convoy

Thanks for the advise ... I can limit the nb of shell , or play on the "round_of_fire" (reload time) to limit accumulation of shell ... anyway we will test this during the map fine tuning sessions.

I need also to fine tune projectile speed (impact on range), and life time (time before explosion) ...

Miaou


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