Scenario Map : Desperate_Convoy -1 reply

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[79th] Le_Chat

Miaou to all of you ;)

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4th March 2005

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#1 12 years ago

Following our discussion with Allen on our TS yesterday here are some info. on my 79th-Desperate_Convoy map.

Goal of this thread is to share some idea's on possibility to improve the scenario of a map, and to ask recommendations on how to improve it.

The background of this map, was to realize a training map for the 79th team, to practice vehicules movements (autoprotection, recon, aso aso..). It evolved into a scenario map based on the following history :

The scenario : > German front line need re-supply > The axis team must send a truck convoy under armed vehicule protection across a terrirory occupied by US paratroopers. > Te reach destination, Axis need first to rebuilt some bridges that have been destroyed by "La Resistance" , than escort their convoy , than full-cap the map by destroying all remaining US troops.

The Map : > Rather than to recreate a full map, I've used the beautifull Otolikos "In_The_Hell_Of_Bocage" (ItHoB) map. > Here is how it is built :

ingamemap-tac.jpgPhase 1 : The Axis must cross the north river (boat and swimm) land on the south bank and capture Flag 1 or 2. (A typical war tactical scenario not often seen in FH) Upon capture of flag 1 or 2 , the bridges will respawn (this will be the object of my question later) I've replaced the static bridge by "Dest_stonebridge_big_m1"

Phase 2 : Once the bridges under control, the Axis convoy can leave the north base, with its PzIV and Tiger escort, cross the north river and head for the front lines in the south. (This is where vehicule movement skills come into play) To capture the F1 and F2 flags, for each one 2 trucks must reach the flag, with at least 3 players in total. To do this screening (no infantery on foot + no tank + 1 flag at the time) here is the system I've designed : flag-system.jpg > Vehicules are screened on their width, via a fence-funnel with an appropriate width (see data for positionning in the photo). > Infanterie on foot are killed by using the anti-base-camp system in the flag area. > Flag F2 is not accessible via a pushcage, until F1 can be capped. > To prevent capping of both flags by the same players (one after the other), the player capping F1, are being killed as soon as F1 turns Axis, by a pushcage respawn on their head :D > These flags cannot be re-capped by US, since they are in a non US antibasecamp zone.

Phase 3 : When F2 has been capped, flag 3-4-5 pushcage are being removed allowing for the last phase of the map, i.e. cleaning the bocage and realising a full cap.

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Now, I need your advise : I'm sharing these details since, we (our team) think that : > Most FH map represents the reproduction of a battle, but it could be possible to recreate a scenario (a little bit like in CoD or MoH solo) via a proper usage of seperated phases. (Granted it does already exists in some maps) > Screening vehicule cannot be done on weight, but this is an easy method. > Pushcage system and antibase camp system can help in building interesting scenario

> Developping more Destructable bridge like "Dest_stonebridge_big_m1" could be great for realising maps like "the remagen bridge".

This is on this last points that I'd like to have your advice. For the moment we have the following option : > Use the current "Dest_stonebridge_big_m1" but that can almost only be destroyed via planebombing (hence the need to spawn a B17 kit). > Modify the collision mesh of "Dest_stonebridge_big_m1" in a ship material (like 138 ?), that would be affected by expact, satchel (3-4 to destroy). > Convert a static bridge in a new type of dest_bridge.

In this latter point, I had the idea to use the modding of a static bridge (wood or stone), and to add a little wood shed next to it, with a playercontrol position (like the "activegatehouse1_large") where he could start the bridge destruction process (imagine the siren sound , take cover .. and BAOUM).

Any other idea, suggestion on how to realise this object ?

I think it could be usefull in a large number of futur map (and is clearly a very realistic situation).

Thanks in advance for all contributors ;)

Miaou :beer:




pvt. Allen

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#2 12 years ago

This is just great. Though if the last part colud be improved to be more 'belivable' it would be perfect. First, where are the Germans spawning at the beginning? I suggest to attach their spawn objects to flags 1 and 2 and place them near the river together with some boats and equipment spawning to not force players to take the long way from main base. After Axis capture one of these flags, or both these spawns will destroy themselves, but hten you could assign another spawn object, this time in main base spawning after Germans took the flag. Second, the F1 and F2 flags. I'm not sure, but as far as I can remember the KillerObjects code, you could define there also wich vehicles should be destroyed and wich not, same with push cage. Then you could get rid of the fence and eventually the cages. Or enlarge them along with cages and the KillerObjects. As for the bridge, I can't realy help you without looking more into it's code and then I also can't promise anything as I'm not very experienced coder. Still I realy like the concept, great work.:)




[79th] Le_Chat

Miaou to all of you ;)

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#3 12 years ago

Thanks pvt Allen (also thanks for passing by yesterday on our TS),

>> Indeed good idea to spawn Axis material for river crossing to flag 1 and 2 when those are US ;) It would prevent on FFA, to see guys using tanks and truck when the bridges have not yet been restored.

>> By the way , I'd like to raise the level of the water (to broaden the rivers) ... I know how to do it in BC, but is there an easier way to do it in a .con file ? Sure you must have played with this in Carentan with all those ponds :)

>> For screening vehicules ... indeed the kill-bubble can be used (selecting the vehicules not affected) :bows:, I just need than to create a road sign to warn the guys before they see their vehicule entering the destruction process ("zone forbidden to armed vehicules"). The advantage of the fence, is that they clearly see , that they cannot go through.

>> This gives me an idea :D , On the principle of the fence, I could create a narrow bridge, that only light vehicles could pass ... that would be the most realistic setting.

>> I'll start working on : --> this narrow lightvehicle bridge --> the destructable_controlable_bridge I'll sent you the draft in a few days ... then If you know an expert in the FH modding team, feel free to forward it to him, so he can help me ;)

Thanks Miaou :beer:




pvt. Allen

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#4 12 years ago

Sounds good. And to change water level extract level, in main folder open Init folder, there open Terrain.con.

GeometryTemplate.create PatchTerrain patchGeometry GeometryTemplate.file bf1942\levels\The_Attack_on_Carentan-1944\Heightmap GeometryTemplate.materialMap bf1942\levels\The_Attack_on_Carentan-1944\Materialmap GeometryTemplate.materialSize 512 GeometryTemplate.targetTriCount 5000 GeometryTemplate.worldSize 2048 GeometryTemplate.yScale 0.600000 GeometryTemplate.texBaseName bf1942\levels\The_Attack_on_Carentan-1944\Textures\Tx GeometryTemplate.texOffsetX 0 GeometryTemplate.texOffsetY 0 GeometryTemplate.detailTexName bf1942\levels\The_Attack_on_Carentan-1944\Textures\Detail GeometryTemplate.waterLevel 75.994 GeometryTemplate.seaFloorLevel 0 GeometryTemplate.lodDistance 265 ObjectTemplate.create SimpleObject terrainObject ObjectTemplate.geometry patchGeometry objectTemplate.createNotInGrid 1 Object.create terrainObject Object.setName track Object.absolutePosition 0/0/0 Object.rotation 0/0/0 Console.worldSize 2048 Terrain.ShadowAmbient 80/80/90 Terrain.ShadowBorderFadeTime 0.25 Terrain.ShadowSamplingCullY 15

This is the line you're searching for.:)




[79th]Sgt-D

Netdahe

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#5 12 years ago

Hey Le_Chat you could have mentionned who get the original idea of a convoy embush!!!!:mad:

(although I am very unable of mapping it myself :lol:)

[€dit] I agree with the pvt'Allen's idea for the Axis starting + the narrow bridge which can avoid the U.S. paratroops to be overflooded with heavy german tanks




pvt. Allen

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#6 12 years ago

umm, I didn't suggested the tiny bridge, but spawn point object spwning near the river for infantry only.:)




[79th] Le_Chat

Miaou to all of you ;)

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#7 12 years ago

Thanks pvt Allen, for the Water it'll be tip-top to adjust it like that.

He Sgt-D ... if the map's called 79th-Desperate_Convoy, it is thanks to the participation of the whole team for idea, tuning, testing aso aso... I'm just putting your idea in virtual reality :nodding: The idea of convoy training started one day after a defeate on Kasserine pass where we were unable to get an armed vehicule column in good shape at any points. But indeed recently, your paracticle description of such a map, sparked again the idea ;)

Then indeed, I've already started to modify it, with initial German-spawn on the north bank (linked with fl1 and fl2 , in US possession), and then once fl1 or 2 captured, spawn moved to the Axis base, where the convoy and its escort are ready for departure

Miaou :beer:




[79th]Sgt-D

Netdahe

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#8 12 years ago

Miaou back :beer: ;)




[79th] Le_Chat

Miaou to all of you ;)

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#9 12 years ago

He, Allen

I've implemented you spawn recommendation and it does look great. Still working on the bridges.

But I also got an idea :cool:, I'm modifying the mortar, using the smoke emitor design in the fan-map-pack, to make smoke-Mortar. This way it become possible to prepare an assaut with a smoke barrage, to cover the North River crossing by Axes assaults.

Still got a little prob., so far, I've changes the projectile, and can get it to explode in smoke ... but only in the air ... need to find the code line to make it bounce on the ground rather than colliding, (or explode on impact in smoke). (If I change the material, and material2 ... it dissapear in the ground without exploding :mad:

I'll get there and keep you posted ... I see many application in maps for this :nodding:

Miaou :beer:




pvt. Allen

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#10 12 years ago

Make sure you have everything correct in case of animations. Rest should work fine, again I don't know the details realy...