Normandy Drop -1 reply

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obliviousnation

I'm too cool to Post

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28th September 2003

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#41 15 years ago

I cant wait for the next version of this map, i hope you fix the problems your having




SilenT AssassiN

A South African Bohemian

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9th October 2003

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#42 15 years ago
Run 4 Da Gunit was not 101st airborne but 82nd screaming eagles that were dropped most in numbers everyone thinks its the 101st so if you do remake a skin for the map make it the 82nd airborne but (there is a small or no change to their uniform, i just want to give them credit)

101st gb-ar-102.jpg 82nd 82nd.gif




Vital Pants

My pants are vital...

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30th June 2004

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#43 15 years ago

Working on the new version now whole new heightmap and everything. Much smaller..for infantry :) Still a tad bigger than infantry maps like Berlin but I think Normandy should be bigger. It will still have 2 farms, a town, and a forest. The new ambience made by King Rudolf is already in it too. :) I attached the minimap of what it looks like now but labeled where the control points will be just to give you an idea. Only one farm is done and the forest bunker.




obliviousnation

I'm too cool to Post

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28th September 2003

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#44 15 years ago

your last map was corrupted.I couldnt even open most of it up without getting errors.Bc crashed when i tried opening it too.Nice to hear about this new map being added.




HeLmUt_KlAmKe

Hell on Muteā„¢

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29th August 2003

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#45 15 years ago

Is it possible to locate some Flakpanzers,vierlings and flaks in the "out of bonds" area and code it, so they shoot in the air ? (screw the rotation) ??




obliviousnation

I'm too cool to Post

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28th September 2003

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#46 15 years ago
HeLmUt_KlAmKeIs it possible to locate some Flakpanzers,vierlings and flaks in the "out of bonds" area and code it, so they shoot in the air ? (screw the rotation) ??

i doubt it's possible.... and even if it was it would need loadsa coding and would probably lag the game up.




Kingrudolf

Fan FH Mapper

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9th October 2003

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#47 15 years ago

Well, you can still make explosions in the air though. You can use the grenade explosions. This is very easily done. You just make a new object spawn, and attach a different spawndelay to each of them and a good respawn time. The great thing about this is, that you can place the object spawn in the air, and control it. If you put spawn delays to each explosion, it'll look as if the explosions are random, but they will still respawn as they did the first time, because you have a similar respawn time. This will result in the "flak" exploding randomly contineusly through the whole map.

Another idea for the C47 planes. You can make these static. What you need to do is, make an object spawn for the C47 and place a couple of them around in the air. Then you go to the staticobjects.con and copy the coordinates from the C47 spawns. Then you need to use the C47 standardmesh (not the actual controlable spawn) and put it in as the static object to spawn there. Ingame, you will notice that there will be several C47's (they don't move though, they just float there, standing still). Now you just need to put the soldier spawns in the C47, it'll be a C47 respawn point! Even better would probably be, to put the soldier spawns just below the C47 exit door, when respawned, it'll look as if you just jumped out, and no waiting lines in the C47! You should be able to see the plane you "jumped out" when you turn around.

Another good thing for your map. Put in the hedgerows from Gold Beach. They are in the FH list I believe. They hardly lag, (and I can tell, with my crappy medium end comp), and would spare you the work of placing tree after tree next to eachother. A bunker with MG42 near a bridge might also be a nice addition, try to build a small trench complex near it. I think it'd be great to be able to choose to land right in the field of action, or in a silent pack of bushes, this all depends on the location of the soldier spawns. And for the atmosphere, a couple of mobile vierlings maybe? :D

Can't really think of much more right now. It's great how you made the map smaller. Don't forget them special "scenes" like several gliders that crashed on the ground, leaving a muddy trail behind, or even some glider wrecks. Or use the C47's if we have no glider models. Time to shut up now, it's your map, not mine.




obliviousnation

I'm too cool to Post

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28th September 2003

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#48 15 years ago

KingrudolfWell, you can still make explosions in the air though. You can use the grenade explosions. This is very easily done. You just make a new object spawn, and attach a different spawndelay to each of them and a good respawn time. The great thing about this is, that you can place the object spawn in the air, and control it. If you put spawn delays to each explosion, it'll look as if the explosions are random, but they will still respawn as they did the first time, because you have a similar respawn time. This will result in the "flak" exploding randomly contineusly through the whole map.

Another idea for the C47 planes. You can make these static. What you need to do is, make an object spawn for the C47 and place a couple of them around in the air. Then you go to the staticobjects.con and copy the coordinates from the C47 spawns. Then you need to use the C47 standardmesh (not the actual controlable spawn) and put it in as the static object to spawn there. Ingame, you will notice that there will be several C47's (they don't move though, they just float there, standing still). Now you just need to put the soldier spawns in the C47, it'll be a C47 respawn point! Even better would probably be, to put the soldier spawns just below the C47 exit door, when respawned, it'll look as if you just jumped out, and no waiting lines in the C47! You should be able to see the plane you "jumped out" when you turn around.

Another good thing for your map. Put in the hedgerows from Gold Beach. They are in the FH list I believe. They hardly lag, (and I can tell, with my crappy medium end comp), and would spare you the work of placing tree after tree next to eachother. A bunker with MG42 near a bridge might also be a nice addition, try to build a small trench complex near it. I think it'd be great to be able to choose to land right in the field of action, or in a silent pack of bushes, this all depends on the location of the soldier spawns. And for the atmosphere, a couple of mobile vierlings maybe? :D

Can't really think of much more right now. It's great how you made the map smaller. Don't forget them special "scenes" like several gliders that crashed on the ground, leaving a muddy trail behind, or even some glider wrecks. Or use the C47's if we have no glider models. Time to shut up now, it's your map, not mine.

He has spoken and funnily enough i agree with all that.The glider wrecks are ingame but i don't know about the actual glider

attachment.php?attachmentid=9007&stc= attachment.php?attachmentid=9008&stc=1




axkgkadragon

GF is my bext friend *hugs GF*

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16th November 2003

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#49 15 years ago

ok so you all know, ive gotten into the coding before, trying to make some changes like you guys have said here, but ive found that the betty is actauly a completly seperate custom object, ive tried to change it already, and really it has its own separet thing so it just spins out in the middle of no where, the engines dont even run, but anyway to get to the point, were going to have to have the devs cook us up a c47 circle spawner, but on the bright side there is a ju52 circle spawer in the rfa files!!




obliviousnation

I'm too cool to Post

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28th September 2003

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#50 15 years ago
axkgkadragonon the bright side there is a ju52 circle spawer in the rfa files!!

why couldnt we just copy the coding for this and implement it into a c47?