[Map] FuShe Pass Audit (2km) [Scrapped]

Maps created by PR community members.
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by Amok@ndy »

i would remove the AttackHelos, the map is so small they would be overkill
Image
CrY3R
Posts: 39
Joined: 2012-03-30 21:45

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by CrY3R »

Attack heli removed
Added logi for each Faction
Updated Desc
Flags are capturable
but another problem just showed, Heavy AT and Light AT weapons are invinsible aswell as the weapons for the driver on each faction and i still try to figure out why map won't use localization for flagname's (separate file called "bf2map_audit.utxt") copied existing one
Last edited by CrY3R on 2012-04-16 09:38, edited 2 times in total.
mockingbird0901
Posts: 1053
Joined: 2009-05-13 17:30

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by mockingbird0901 »

[R-DEV]Amok@ndy wrote:i would remove the AttackHelos, the map is so small they would be overkill
It's funny, as I remember this as being one of the largest maps in vBF2. Both physically and feel vice. Always did like that map though. :)
I know not with what weapons World War III will be fought, but World War IV will be fought with sticks and stones.
-Albert Einstein
Volens et potens

Tema567 just might be my new hero
Image
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by Pvt.LHeureux »

Dragon Valley and CleanSweep were the biggest I think. Along with Highway Tampa.
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by Wakain »

the germans actually look pretty sweet on Fushe, due to that I don't have the chance to play many German-based maps like silent eagle or lashkar I always forget that comfac is actually finished! :p
User avatar
Daniel
Posts: 2225
Joined: 2010-04-15 16:28
Contact:

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by Daniel »

Attck Helos are must on FuShe, especially with MG (so not the german Tiger, take a french version with MG), so u can shoot ur missiles into those tunnels, over those mountains/hills, sooooo many tactical nice maneuvres possible with ATKHElos on this map...
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by Amok@ndy »

CrY3R wrote:but another problem just showed, Heavy AT and Light AT weapons are invinsible aswell as the weapons for the driver on each faction
maybe your init.con is wrong have a look at it ->
https://www.realitymod.com/forum/f354-c ... ystem.html
CrY3R wrote:i still try to figure out why map won't use localization for flagname's (separate file called "bf2map_audit.utxt") copied existing one
make sure its in the right language folder, if you have your game installed in german the files need to be in the german folder (if you are not sure in which language you have it just copy it over to english and german folders)
Image
CrY3R
Posts: 39
Joined: 2012-03-30 21:45

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by CrY3R »

maybe your init.con is wrong have a look at it ->
https://www.realitymod.com/forum/f354-c ... ystem.html
init.con looks like this:
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "RU"
gameLogic.setTeamName 2 "CH"

gameLogic.setTeamLanguage 1 "RU"
gameLogic.setTeamLanguage 2 "Chinese"

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

gameLogic.setKit 1 0 "ru_officer" "pr_ru_soldier4"
gameLogic.setKit 2 0 "ch_officer" "pr_ch_soldier4"

gameLogic.setKit 1 1 "ru_officer_alt" "pr_ru_soldier1"
gameLogic.setKit 2 1 "ch_officer_alt" "pr_ch_soldier1"

gameLogic.setKit 1 2 "ru_rifleman" "pr_ru_soldier3"
gameLogic.setKit 2 2 "ch_rifleman" "pr_ch_soldier3"

gameLogic.setKit 1 3 "ru_rifleman_alt" "pr_ru_soldier2"
gameLogic.setKit 2 3 "ch_rifleman_alt" "pr_ch_soldier2"

gameLogic.setKit 1 4 "ru_specialist" "pr_ru_soldier1"
gameLogic.setKit 2 4 "ch_specialist" "pr_ch_soldier1"

gameLogic.setKit 1 5 "ru_medic" "pr_ru_soldier2"
gameLogic.setKit 2 5 "ch_medic" "pr_ch_soldier2"

gameLogic.setKit 1 6 "ru_support" "pr_ru_soldier3"
gameLogic.setKit 2 6 "ch_support" "pr_ch_soldier3"

rem -----------------------------------------------------------------------------
For the Germans i'll try to port vannila OP Harvest or OP Road Rage or both
Image
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by sylent/shooter »

thats the problem right there. You can;t use the gameLogic.setKit command to load your kits. instead you have to load them by faction so it'll look like this:

Code: Select all

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../Factions/faction_init.con 1 "ru"
run ../../Factions/faction_init.con 2 "ch"

rem -----------------------------------------------------------------------------
After you've gotten the correct names that you want, look at other maps init.cons in your PR edit folder, then save the init.con and make sure that you change the file to "read only" therefore everytime you save something in the editor it won't get overwritten.

Killing the enemy sylently
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by Amok@ndy »

CrY3R wrote:init.con looks like this:


For the Germans i'll try to port vannila OP Harvest or OP Road Rage or both
have you even had a look at the link i posted for you ?
Image
CrY3R
Posts: 39
Joined: 2012-03-30 21:45

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by CrY3R »

i had a look of the link that u send me just want to make sure that i have to make it "read only" cuz i made it as the link sad me but it changed like what i posted before
Image
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by Amok@ndy »

if you save in the editor and the editor asks you

Code: Select all

Init.con is Read-Only ! Do you want to make it Read ? [Yes] [No]
then you should really press NOOOOO else you get your result
also make a copy of the init and move it to a save place
Image
CrY3R
Posts: 39
Joined: 2012-03-30 21:45

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by CrY3R »

many thanks to Amok@ndy and Sylent/shooter works perfect

Update:
CP's are set and capturble
teams are set
tickets are 600 right now
maps has (for each factions)
2 transheli's
1 IFV
3 jepps
1 logi
vehicle depot
and command post (UAV wont work :S)

Image

@Daniel i personally think the same as Amok@ndy attkheli's would be really overkill
Last edited by CrY3R on 2012-04-17 15:57, edited 1 time in total.
Image
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by sylent/shooter »

cool! :D how did you get that photo though? Kind of curious...

Killing the enemy sylently
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by Pvt.LHeureux »

Make the possibility to go on the mountains on the sides, so pilots can drop people there with trans helo and make fobs too :)
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
CrY3R
Posts: 39
Joined: 2012-03-30 21:45

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by CrY3R »

Pvt.LHeureux wrote:Make the possibility to go on the mountains on the sides, so pilots can drop people there with trans helo and make fobs too :)
i could make the hill north of bridgecamp "playable"
Image
CrY3R
Posts: 39
Joined: 2012-03-30 21:45

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by CrY3R »

sylent/shooter wrote:cool! :D how did you get that photo though? Kind of curious...
i took the frame from "battle of qin ling" (i guess) cut out the map went to the editor increased viewdistance to 5000 and made a pic. rest was simply edited with "Paint.NET" :grin:
Image
User avatar
Daniel
Posts: 2225
Joined: 2010-04-15 16:28
Contact:

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by Daniel »

Well, "CrY3r", I just meant (and it looks like that on ur minimap too) that the current layout is rather suited as skirmish, or is it reeeally big now? Make the map twice as big, add some tunnels, and ready for my attckhelo plan I suggested one page before... ;)
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by Pvt.LHeureux »

Daniel, he's auditing the map, I don't think he added anything to it, like statics :razz:
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
User avatar
Daniel
Posts: 2225
Joined: 2010-04-15 16:28
Contact:

re: [Map] FuShe Pass Audit (2km) [Scrapped]

Post by Daniel »

oooooops then... :P

Well, AWESOME u make this for our community, CrY3R, converting one of/or even my MOST fourite BF2 map into PR! :D
Locked

Return to “Community Maps”