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New CO-OP Maps
- ProSabre
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5 years 6 days ago - 4 years 7 months ago #307
by ProSabre
Replied by ProSabre on topic New CO-OP Maps
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Last edit: 4 years 7 months ago by ProSabre.
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- Sqdn. Ldr. Ted Striker
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5 years 6 days ago #308
by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic New CO-OP Maps
How about some further improvements;)
At second spawn zone, you spawn at some points direct in front of enemy, maybe the points should all be in the ruins on the west side.
The allies should have their weapon on shoulder when they have a HUMAN_SetAnim animation script line or it looks weird.
They could also shoot back, you need something like
Frame It_1; FRM_FindFrame( It_1, "It_1");
HUMAN_Attack(It_1, 3000);
in the script.
In the original, you must destroy the Tiger to prevent him from shooting at the bridge. Your T34 doesn’t shoot because it has the wrong ammunition.
The Sherman is useless; ok you placed a kind of mechanic so it might be out of order. I guess it could shoot at the balconies with cannon.
The browning MG has a wrong unboarding position from the checkpoints. Maybe it can be renamed to prevent this.
At second spawn zone, you spawn at some points direct in front of enemy, maybe the points should all be in the ruins on the west side.
The allies should have their weapon on shoulder when they have a HUMAN_SetAnim animation script line or it looks weird.
They could also shoot back, you need something like
Frame It_1; FRM_FindFrame( It_1, "It_1");
HUMAN_Attack(It_1, 3000);
in the script.
In the original, you must destroy the Tiger to prevent him from shooting at the bridge. Your T34 doesn’t shoot because it has the wrong ammunition.
The Sherman is useless; ok you placed a kind of mechanic so it might be out of order. I guess it could shoot at the balconies with cannon.
The browning MG has a wrong unboarding position from the checkpoints. Maybe it can be renamed to prevent this.
The following user(s) said Thank You: snowman, ProSabre
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5 years 6 days ago - 4 years 7 months ago #309
by ProSabre
Replied by ProSabre on topic New CO-OP Maps
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Last edit: 4 years 7 months ago by ProSabre.
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5 years 6 days ago - 4 years 7 months ago #310
by ProSabre
Replied by ProSabre on topic New CO-OP Maps
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Last edit: 4 years 7 months ago by ProSabre.
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- Sqdn. Ldr. Ted Striker
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5 years 6 days ago #311
by Sqdn. Ldr. Ted Striker
Replied by Sqdn. Ldr. Ted Striker on topic New CO-OP Maps
old dream of modders, to add water to a map without water...
I see no possibilty atm,
the water effects are in the tree.klz.
you could use Normandy1 and add ground with collision there...
the 2D plane I uploaded is just optical
I see no possibilty atm,
the water effects are in the tree.klz.
you could use Normandy1 and add ground with collision there...
the 2D plane I uploaded is just optical
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5 years 6 days ago #312
by Stern
The one who hesitates is lost !
Replied by Stern on topic New CO-OP Maps
I'd like to see Si2 with deep water in the river...
What would happen with AI, if placed in water ? (I mean functional water)
Will it flaot ?
***
There is no need to keep N4Calais in rpr test server...
I just found that fault in scripts, so its not working correctly until the update.
Now I can run test in dedicated server, big fight with Windown8 is now over and i was the winner
!
Tested also the Check2.bin from BYTM_normandy4.
Its usable if enemy is very passive so they mostly remain in place.
What would happen with AI, if placed in water ? (I mean functional water)
Will it flaot ?
***
There is no need to keep N4Calais in rpr test server...
I just found that fault in scripts, so its not working correctly until the update.
Now I can run test in dedicated server, big fight with Windown8 is now over and i was the winner

Tested also the Check2.bin from BYTM_normandy4.
Its usable if enemy is very passive so they mostly remain in place.
The one who hesitates is lost !
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