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Messages - 0utlaw

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Suggestions / Re: The Minor Suggestions Thread
« on: 09-01-2018, 19:01:29 »
Mobile assets should use BF1942's style repair pads in the main base if anything to avoid the sillyness on the battlefield.

I actually like that idea! Instead of allowing mobile assets, especially the heavy armour, to continue to attack without too much consequence, it forces a different decision to be made. Retreat from battle to the main base for repairs or to continue the attack, possibly be destroyed, and wait for the respawn.

Suggestions / Re: The Minor Suggestions Thread
« on: 08-01-2018, 20:01:51 »
Ive always agreed with no hit indicators and no dynamic spotting enemy positions/movements. Id rather have minimap markers for sqdleads/command or something similar to it.

Feel free to use any of the maps that i have ported over for sp/coop if wanted. However, eventually I will be cleaning up the performance issues and adding push code when i finally get more time to map again, thanks.

pacific ports
cmp iwo jima
cmp invasion of the philippines
cmp guadalcanal

Ok guys anyone pls
-How are rivers and waterfalls made,where in editor?
-Can 30 or more waterfalls be put on map,performance?

waterfalls and rivers can be placed like statics, with rivers  using the bf2 water planes (ie bf2 dragon valley). both are available in bf2, not sure if fh2 created or tweaked their own. bf2 water planes can be found in bf2/objects/water; bf2 waterfalls in bf2/objects/staticobjects/ambienteffects. there could be more or other locations for fh2, but im not too sure about that. i would assume the more waterfalls, the lower performance since those are ambient effects, so 30 may not be a good idea. not sure about the threshold, but try it out and see how many is too much. good luck with your project.

nice guys!  ;D

Modding / Re: FH2 Modding Q&A
« on: 21-01-2017, 18:01:36 »
What is the bare minimum I have to do to get a map working? My map won't show up when I create a local conquest server.

As Ts suggested check the info folder, usually that is the problem. The overall map folder should be only lowercase, also be sure the map.desc and <name> 1_test </name> are correct.

Modding / Re: FH2 Modding Q&A
« on: 17-01-2017, 00:01:37 »
shouldnt have to delete, just place the new files in the editor folder of the map. After saving the map will have the new textures/colormaps you created.

Off-Topic / Re: Merry Christmas (2016)
« on: 24-12-2016, 23:12:40 »
Happy Birthday Jesus!

Off-Topic / Re: About Last Night...
« on: 09-11-2016, 19:11:25 »
Nah, never weak here.. rather they turned our presidential race into a point the finger, he did.. she did... middle school, circus fiasco reminiscent of a horribly acted WWE skit just to fuel drama in order to rake in huge viewer ratings generating millions, possibly billions, more money for some of the wealthy out there.

Off-Topic / Re: About Last NIght
« on: 09-11-2016, 16:11:14 »
Time to grab Mother Earth by the pussy?!?! i didnt believe any of our candidates were worthy to be our leader, we should ashamed.


General Discussion / Re: Forgotten Hope Weekly Highlights
« on: 24-07-2016, 04:07:23 »
i thought we were doomed that round at first, but the team made a good push back and defensive stand towards the end. Good squadleading btw.

Modding / Re: FH2 Modding Q&A
« on: 09-07-2016, 22:07:33 »
ive never used tsplit, instead i  always use the bf2 mod tool kit. not sure if a download of that is still available, but i may have the .exe if wanted.

Modding / Re: FH2 Modding Q&A
« on: 28-06-2016, 05:06:51 »
some helpful tips here for people new to bf2 mapping in general, good luck   ;)

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