well, pme, Achilles and San seem to have disappeared. Gav and I are working on it slowly. I have a few maps for Gav to script and I'm working on another. If I do any more maps I hope they are outdoors because they take only a fraction of the time.
A man only needs one rectum. - F. Salter, "Recon Scout"
You have some more maps Cob?? Cool. You'll have to let me know where they are, and I'll dl them and start thinking about some scripting.
The only one of yours I've got is that initial version of the fort map (with no trees).
All outdoor maps is fine with me! Some of the scripting features are easier to do outdoors than indoors (esp mission intro movies), and I hate fighting indoors anyway - far too easy to get killed as you try to stealthily edge your way round a corner!
JP: You after getting yourself a copy of the mod or what? I note a hint of panic in your voice when you ask what's happening...
Uhhh... Not ringing any bells, no... Got a link? I'll d/l them and take a look.
Are they finished versions, or do you plan to add other bits and pieces to them? What I mean is, is there any point in me starting scripting work on them? If they're completely finished and you're just waiting for an Igor-idiot to do the easy stuff, then I'll crack on with it. If not, I'll have a look and offer thoughts/suggestions, but I'll wait until there's a final version to start work on them.
The city map I added some touches, so I'll have to repost that. The country map I had a crashed RAH-66, but they cancelled that program so I have to take that out. The village map is done, but they were all packaged in one mod, so I'll sort the others out before I send you all of them.
On another note, I got the sandbag emplacements to blow up fine. I played with one bridge and got it to blow up and swap model files so a blown up model shows up. But I can't seem to block off the path after it's blown and you can still cross over the invisible floor.
A man only needs one rectum. - F. Salter, "Recon Scout"
No, leave the Commanche in! It'll look good! It might give us a few ideas for the storyline of the mission as well - although blowing up a crashed aircraft is a theme that's come up a few times before. Perhaps we could think up a new twist to it? Otherwise, make the tweaks and then send me th link and I'll start working on some scripting. We don't need those other losers anyway!!! Uh, well, maybe...
The sandbags sound good, and the bridge... well, not great, but it's a start! If we can't do it, we'll just have to go with the sandbags only. What destroys them? Just demo charges, or do AT rockets work too? Either's good, I'm just curious. You'll have to post the final version of that one too, and we'll add it into the mod. Have you tweaked the brightness in those very white rooms yet, or are you gonna leave it as it is?
Just had another idea we could try for the bridge. The only problem is that the terrain is still passable, right? So, how about we place something on the bridge that you can't walk through, initially hidden - something like a jeep or something similar. Then, once the bridge is destroyed, you "un-hide" the vehicle - but it's a vehicle that has a modified texture, making it invisible. That way, you don't see it, but the game engine will treat it as blocking the path, preventing actors from crossing the bridge once it's blown up (ie, once the jeep is revealed).
Reckon that'd work? Do you know how to make an invisible texture for a vehicle? I know it may not work, but it's just an idea that I had in a moment of inspiration...
I was thinking of putting in something in place of the Comanche like a crashed plane. That might be a little more believable now. And unhiding an invisible vehicle gives me an idea. The destroyed bridge model was linked to the intact bridge model for switching and I couldn't make either collidable because it screwed up paths. But if I just make some invisible barrier not linked to the bridge model, that might work. I'll give it a try tonight. And yeah, I redecorated the bathrooms.
Oh, and the sandbags blow up with two grenades or a rocket.
A man only needs one rectum. - F. Salter, "Recon Scout"
Two grenades or a rocket? Cool! Is there anything that needs to be in the mission scripting for that, or does it just happen in the map setup bit?
Nice idea for the bridge - it'd be good to be able to make that work as well...
If you're gonna bin the Commanche from the map, why not replace it with another crashed helicopter? There's a few maps with crashed planes, but I can only think of the Embassy map that's got a chopper on it... Maybe make it a Chinook or perhaps an Apache? If you made it a transport chopper (or plane - a Hercules or something?), there'd be scope for adding some friendly troops on the ground - an opportunity you don't usually get without contriving a situation especially for it...
The sandbags will switch to the destroyed models on their own when you blow them up - no scripting needed. The bridge right now is just set up the same way so I didn't have to script anything. For a real mission you would want the bridges to be a bit sturdier than that, so scripting the switch and unhiding the barrier would be needed - probably a proximity or seenby trigger?
Yeah, a transport of some sort would add to the mission possibilities. I'll look for pictures and blueprints of something.
A man only needs one rectum. - F. Salter, "Recon Scout"
If I was going to use a trigger for destroying the bridge, I'd go for DemoChargePlaced... It'd mean that grenades and rockets wouldn't destroy it, but then I wouldn't expect a grenade to take out a bridge anyway!
You could add a small delay before exploding it - you'd have a DemoChargePlaced trigger, which would set a timer (say 20 seconds or so to give you time to get clear). Then, you'd have a TimerExpired trigger to set off all the explosions etc, and switch the models etc. All very similar to the way I had the radio destroyed in the Castle Siege mission I sent you... Although in that one there were no textures to change, I would think you could set it all up in that same way...
So was I... You can give the bad guys demo charges... Think of the refinery mission in DS, where you have to stop the destruction of the site. It can be done. In fact, the refinery mission probably has a demo charge kit for the enemy, so you wouldn't even have to create one...
I'll have to take a look and see exactly what they did for it, but if it was done the way I expect it probably was, then it saves a bit of work when scripting the enemy destroying the bridge...