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Messages - blander

Pages: 1 ... 13 14 [15] 16
211
Modding / Re: Making a Map.
« on: 19-02-2018, 22:02:34 »
If I spend time learning how to make and texture statics it will take me a year to complete the map. It would be something like FH1 Berlin Streets but better of course, also wider to allow flanking and some tactical movements instead of just a linear meat grinder.

212
Modding / Re: Making a Map.
« on: 19-02-2018, 22:02:50 »
That worked, couldn´t start the map yet in-game but I´ll figure it out, kits show up now at least, thank you! I got a Berlin map layout finished on paper, push style. Lets see how hard it can be to create the map. Later on I will look into making a Pantherturm to add it to the map since I just need the turret of a Panther, I guess I won´t need too much work to get it done and working. I´ll also have to edit existing sign textures to have them fit in Berlin streets. I´m looking into having gameplay similar to Brest map, but slightly bigger and with more tanks/static defenses.

As I advance I will make a new thread, sorry for stealing this one for now haha! Any income for the map would be appreciated, I´m using articles and photos as base for the map´s atmosphere.

213
Modding / Re: Making a Map.
« on: 19-02-2018, 05:02:52 »
Yes, I copy-pasted this section from Arad to my map:

gameLogic.setTeamName 1 "DE"
gameLogic.setTeamName 2 "RU"

gameLogic.setTeamLanguage 1 "FH2German"
gameLogic.setTeamLanguage 2 "FH2Russian"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_de"
gameLogic.setTeamFlag 2 "flag_ru"

gameLogic.setKit 1 0 "GW_Scout" "Gcwhcamo_sumpf"
gameLogic.setKit 2 0 "RE_Scout" "re_light_soldier"

gameLogic.setKit 1 1 "GW_StG44Assault_Limited" "Gcwhcamo_splitter"
gameLogic.setKit 2 1 "RE_SMGAssault" "re_light_soldier"

gameLogic.setKit 1 2 "GW_RifleAssault" "Gcwhcamo_sumpf"
gameLogic.setKit 2 2 "RE_RifleAssault" "re_light_soldier"

gameLogic.setKit 1 3 "GW_LMG_MG42_Limited" "Gcwhcamo_sumpf"
gameLogic.setKit 2 3 "RE_LMG_Limited" "re_heavy_soldier"

gameLogic.setKit 1 4 "GW_Engineer_Satchel" "Gcwhcamo_splitter"
gameLogic.setKit 2 4 "RE_Engineer_pps43" "re_light_soldier"

gameLogic.setKit 1 5 "GW_AntitankAssault_Limited" "Gcwhcamo_splitter"
gameLogic.setKit 2 5 "RE_AntitankAssault_Limited" "re_light_soldier"

gameLogic.setKit 1 6 "GS_NCO_mp40_g43" "Gcwhcamo_nco"
gameLogic.setKit 2 6 "RE_NCO" "re_nco_soldier"

214
Modding / Re: Making a Map.
« on: 18-02-2018, 23:02:03 »
Thanks, I still couldn´t fix point 1 and point 3. I packed the map but kits don´t show in-game.

215
Modding / Re: Making a Map.
« on: 18-02-2018, 10:02:28 »
I have the following problems:

- When I open a map in bf2editor vehicle spawns don´t appear.

- If I want to create a new vehicle spawn I only have a short list of early mod era african vehicles to choose from.

- I can´t set the spawnable kits properly from the editor. When I load the map in-game the kit section doesn´t appear. If I attempt to spawn I get a CTD. I tried to copy-paste an existing kit loadout from an existing map (like arad or Brest) in my map to see what happens, but I get the same effect.

216
Modding / Re: Making a Map.
« on: 18-02-2018, 08:02:31 »
I installed and loaded all the needed files for the bf2 editor but it seems like something is wrong. I bet it´s the spawners files. I downloaded the one that´s with the tutorials but it only contains early african stuff, I guess it´s an outdated file. Where can I get the updated one? Thanks!

217
Modding / Re: Making a Map.
« on: 16-02-2018, 05:02:47 »
nvm.

218
Suggestions / Re: Removing SL spawn
« on: 04-02-2018, 01:02:22 »
I meant no offense, in fact I made another post about modding myself. I played a couple of WaW FH2 campaigns, I don´t know how many years ago was it exactly, maybe 8 or 9? I even said it has been wonderful to play it again and this is the suggestions fórum, so why can I not suggest something, even though it might not be the brightest idea?

But well, if it has been tested before and failed, I guess the SL spawn has a good purpose after all.

EDIT: I came back to play about 4 months ago, I took my time to make this thread.

219
Suggestions / Re: Removing SL spawn
« on: 03-02-2018, 07:02:01 »
It is easy to sneak a SL behind enemy lines and pull an army out of it. It is easy to hide 1 man. It is not easy though to sneak a whole army behind enemy lines. Understand what I mean? If you want to be in a good position you have to work for it. Playing whatever and then spawning on a SL that made it close to a flag kills the preparation it would take to organize a group of soldiers and advance/work together as a real squad. That´s the experience i got from WaW tournament back in FH1. That´s were teamwork really made a difference. The SL spawn simply kills that feeling, FH1 was superior in that sense. What are we looking for? Spawning and having instant action? Or encourage realism, strategy and teamwork? I think this mod goes for the latter option. I stopped playing FH2 10 years ago. Now I´m back and I´m so disappointed the SL spawn still is around. Other than that the mod has been wonderful to play again.

220
Suggestions / Re: Removing SL spawn
« on: 03-02-2018, 06:02:54 »
What I actually meant was no mobile spawn at all. No SL, no APC. Old FH1 style. More realism, more strategy needed than just sneak a guy close to a flag to get a constant stream of soldier coming out of him.

221
Community Polls / Re: What is FH2 needing most?
« on: 03-02-2018, 01:02:53 »
That´s great guys, keep it coming. After I have enough votes I´ll start a new poll with more specific choices to know what to work on.

222
Community Polls / What is FH2 needing most?
« on: 02-02-2018, 06:02:22 »
I´d like to contribute somehow to this amazing mod and community. Back in FH1 I made a few vehicle variants including coding, skin and model. I also tried my hand at mapping. I´d like to know what the community would like to have right now as priority so maybe I could work on it.

If you have and idea that is not an option in the poll write it here!

223
Suggestions / Removing SL spawn
« on: 27-01-2018, 07:01:34 »
I bet it has been spoken over a thousand times but yet again... Why do you allow such an arcadish feature in this type of mod? It really kills realism. What do you think?

224
Modding / Re: Vehicle dust trails
« on: 23-01-2018, 07:01:06 »
View distance can be modified for each map, the problema relies on the fact that it would increase lag, since your computer would have to render more objects.

225
Modding / Re: BringWar sound modification for FH2
« on: 23-01-2018, 07:01:46 »
Is it possible to randomize sounds which originally aren´t? I mean, is the unique soundtrack for a grenade explosion a coded limitant? Or is it possible to have 6 different grenade explosion sounds, for example? I don´t know how this works in the BF2 engine. Does it need to have the grenade code modified? If this was the case, the only way to fix it would be with a FH2 patch. I hope I made myself clear.

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