Re: [Map] Assault on Grozny (2km) [WIP]
Posted: 2015-01-26 19:01
Depends.. Snow effects would decrease performance, but if you only lowered VD and added fog it would increase it.
Russians get BMP-2 without ATGM and rebels get BMP-1 and T-62.Mouthpiece wrote: I hope there will be a layout with more tanks or BMP's to fry. Anyway, what BMP models are Russkies using and what (presume - BMP-1) the rebels? And what tanks will Russians have? Aaaand will rebels have a T-62?
Russians get BMP-2 without ATGM and rebels get BMP-1 and T-62.
Looking back at the memory of documentaries I've watched about this battle, I can't remember seeing a lot of T-90, rather there were T-72, but my memory may be corrupt. But there's probably no T-72 in Russian camo. Actually it's a shame - a faction with 2 tank types would be sweet; I know that the only difference gameplay-wise would be the lack of ATGM, but it still would be fun, for example, first tanks to spawn would be T-72 (to even the tank vs tank gameplay) and later one of T-72's could be replaced with a T-90.
Ah, come to think of it, they probably don't use tanks it that way That is, the tank platoon/squad/group/whatever probably consists of one type of tank. For logistical/spare parts reasons. Can anyone confirm this?
Yes they used both T-72 and T-80. According to wiki, the Northern group that advanced from the russian mainbase in my map had 31 T-80BV's. I don't know how many lost but probably alot, like most vehicles in Grozny.Did the russians use the t80? I seem to remember them losing a massive number of them. I can't remember though.
Code: Select all
rem --- Generated by PRBuild ---
rem ----------------------------------------
rem Project Reality Faction Initialization
rem run[b] faction_init_grozny.con[/b] <team> <"faction">
rem ----------------------------------------
rem Common settings across all maps.
rem Inside an if statement since it only needs to be run once (when it's called for team 1)
if v_arg1 == 1
gameLogic.setTeamFlag 0 "flag_neutral"
physics.airdensityzeroatheight 5000
spawnManager.setPlayerKit 2
renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"
run spawners/spawners_common.con
run ../common/tr_scripts/buis/disable.con
run ../menu/HUD/HudSetup/Customization/HudCustomizationReset.con
endIf
rem HUD Customization
run ../menu/HUD/HudSetup/Customization/HudCustomization.con v_arg1 v_arg2
rem Begin faction specific settings
rem Kit slot orders are controlled via python
rem Soldiers are controlled via python
if v_arg2 == "chinsurgent"
gameLogic.setTeamName v_arg1 "CHinsurgent"
gameLogic.setTeamLanguage v_arg1 "rebels"
gameLogic.setTeamFlag v_arg1 "flag_re"
gameLogic.setKit v_arg1 0 "chinsurgent_officer" "pr_chinsurgent_soldier4"
gameLogic.setKit v_arg1 1 "chinsurgent_assault" "pr_chinsurgent_soldier5"
gameLogic.setKit v_arg1 2 "chinsurgent_rifleman" "pr_chinsurgent_soldier2"
gameLogic.setKit v_arg1 3 "chinsurgent_support" "pr_chinsurgent_soldier6"
gameLogic.setKit v_arg1 4 "chinsurgent_specialist" "pr_chinsurgent_soldier1"
gameLogic.setKit v_arg1 5 "chinsurgent_medic" "pr_chinsurgent_soldier3"
gameLogic.setKit v_arg1 6 "chinsurgent_riflemanat" "pr_chinsurgent_soldier3"
run spawners/spawners_chinsurgent_grozny.con
elseIf v_arg2 == "ru"
gameLogic.setTeamName v_arg1 "RU"
gameLogic.setTeamLanguage v_arg1 "RU"
gameLogic.setTeamFlag v_arg1 "flag_ru"
gameLogic.setKit v_arg1 0 "[b]ru_officer_alt[/b]" "pr_ru_soldier4"
gameLogic.setKit v_arg1 1 "[b]ru_assault_alt[/b]" "pr_ru_soldier1"
gameLogic.setKit v_arg1 2 "[b]ru_rifleman_alt[/b]" "pr_ru_soldier3"
gameLogic.setKit v_arg1 3 "[b]ru_support_alt[/b]" "pr_ru_soldier3"
gameLogic.setKit v_arg1 4 "[b]ru_specialist_alt[/b]" "pr_ru_soldier1"
gameLogic.setKit v_arg1 5 "[b]ru_medic_alt[/b]" "pr_ru_soldier2"
gameLogic.setKit v_arg1 6 "[b]ru_riflemanat_alt[/b]" "pr_ru_soldier2"
run spawners/[b]spawners_ru_grozny.con[/b]
endIf
Not a mapper or anything, but I think it would increase the FPS since draw distance is decreased when there's a "snow storm"? The foggy effect.Bums wrote:Out of curiosity, would a snowstorm Grozny increase or decrease FPS?
you have to edit your serverarchives.con to includeAson wrote:I'm trying to edit the kits on the map to only include the "_alt" versions without scopes.
So far I have created the factions_server.zip with the new spawners folder and faction_init.con.
My first step is only to change the kits that you get when you spawn (only change the actual kit not the icons etc)
Shouldn't it be enough to just edit the faction_init to something like this, or do I need to add all kits and weapons to my map aswell?Code: Select all
rem --- Generated by PRBuild --- rem ---------------------------------------- rem Project Reality Faction Initialization rem run[b] faction_init_grozny.con[/b] <team> <"faction"> rem ---------------------------------------- rem Common settings across all maps. rem Inside an if statement since it only needs to be run once (when it's called for team 1) if v_arg1 == 1 gameLogic.setTeamFlag 0 "flag_neutral" physics.airdensityzeroatheight 5000 spawnManager.setPlayerKit 2 renderer.globalStaticMeshLodDistanceScale 1 renderer.globalBundleMeshLodDistanceScale 1 renderer.globalSkinnedMeshLodDistanceScale 1 gameLogic.setTeamDropVehicle 1 "mark_team1" gameLogic.setTeamDropVehicle 2 "mark_team2" run spawners/spawners_common.con run ../common/tr_scripts/buis/disable.con run ../menu/HUD/HudSetup/Customization/HudCustomizationReset.con endIf rem HUD Customization run ../menu/HUD/HudSetup/Customization/HudCustomization.con v_arg1 v_arg2 rem Begin faction specific settings rem Kit slot orders are controlled via python rem Soldiers are controlled via python if v_arg2 == "chinsurgent" gameLogic.setTeamName v_arg1 "CHinsurgent" gameLogic.setTeamLanguage v_arg1 "rebels" gameLogic.setTeamFlag v_arg1 "flag_re" gameLogic.setKit v_arg1 0 "chinsurgent_officer" "pr_chinsurgent_soldier4" gameLogic.setKit v_arg1 1 "chinsurgent_assault" "pr_chinsurgent_soldier5" gameLogic.setKit v_arg1 2 "chinsurgent_rifleman" "pr_chinsurgent_soldier2" gameLogic.setKit v_arg1 3 "chinsurgent_support" "pr_chinsurgent_soldier6" gameLogic.setKit v_arg1 4 "chinsurgent_specialist" "pr_chinsurgent_soldier1" gameLogic.setKit v_arg1 5 "chinsurgent_medic" "pr_chinsurgent_soldier3" gameLogic.setKit v_arg1 6 "chinsurgent_riflemanat" "pr_chinsurgent_soldier3" run spawners/spawners_chinsurgent_grozny.con elseIf v_arg2 == "ru" gameLogic.setTeamName v_arg1 "RU" gameLogic.setTeamLanguage v_arg1 "RU" gameLogic.setTeamFlag v_arg1 "flag_ru" gameLogic.setKit v_arg1 0 "[b]ru_officer_alt[/b]" "pr_ru_soldier4" gameLogic.setKit v_arg1 1 "[b]ru_assault_alt[/b]" "pr_ru_soldier1" gameLogic.setKit v_arg1 2 "[b]ru_rifleman_alt[/b]" "pr_ru_soldier3" gameLogic.setKit v_arg1 3 "[b]ru_support_alt[/b]" "pr_ru_soldier3" gameLogic.setKit v_arg1 4 "[b]ru_specialist_alt[/b]" "pr_ru_soldier1" gameLogic.setKit v_arg1 5 "[b]ru_medic_alt[/b]" "pr_ru_soldier2" gameLogic.setKit v_arg1 6 "[b]ru_riflemanat_alt[/b]" "pr_ru_soldier2" run spawners/[b]spawners_ru_grozny.con[/b] endIf
Code: Select all
fileManager.mountArchive levels/groznyfaction_init_grozny.zip Factions
rem those line, and you'll delete alt\std selectors from spawn screen.Ason wrote:I'm trying to edit the kits on the map to only include the "_alt" versions without scopes.
So far I have created the factions_server.zip with the new spawners folder and faction_init.con.
My first step is only to change the kits that you get when you spawn (only change the actual kit not the icons etc)
Shouldn't it be enough to just edit the faction_init to something like this, or do I need to add all kits and weapons to my map aswell?Code: Select all
rem --- Generated by PRBuild --- rem ---------------------------------------- rem Project Reality Faction Initialization rem run[b] faction_init_grozny.con[/b] <team> <"faction"> rem ---------------------------------------- rem Common settings across all maps. rem Inside an if statement since it only needs to be run once (when it's called for team 1) if v_arg1 == 1 gameLogic.setTeamFlag 0 "flag_neutral" physics.airdensityzeroatheight 5000 spawnManager.setPlayerKit 2 renderer.globalStaticMeshLodDistanceScale 1 renderer.globalBundleMeshLodDistanceScale 1 renderer.globalSkinnedMeshLodDistanceScale 1 gameLogic.setTeamDropVehicle 1 "mark_team1" gameLogic.setTeamDropVehicle 2 "mark_team2" run spawners/spawners_common.con run ../common/tr_scripts/buis/disable.con [color=Red]run ../menu/HUD/HudSetup/Customization/HudCustomizationReset.con[/color] endIf rem HUD Customization [color=red]run ../menu/HUD/HudSetup/Customization/HudCustomization.con v_arg1 v_arg2[/color] rem Begin faction specific settings rem Kit slot orders are controlled via python rem Soldiers are controlled via python if v_arg2 == "chinsurgent" gameLogic.setTeamName v_arg1 "CHinsurgent" gameLogic.setTeamLanguage v_arg1 "rebels" gameLogic.setTeamFlag v_arg1 "flag_re" gameLogic.setKit v_arg1 0 "chinsurgent_officer" "pr_chinsurgent_soldier4" gameLogic.setKit v_arg1 1 "chinsurgent_assault" "pr_chinsurgent_soldier5" gameLogic.setKit v_arg1 2 "chinsurgent_rifleman" "pr_chinsurgent_soldier2" gameLogic.setKit v_arg1 3 "chinsurgent_support" "pr_chinsurgent_soldier6" gameLogic.setKit v_arg1 4 "chinsurgent_specialist" "pr_chinsurgent_soldier1" gameLogic.setKit v_arg1 5 "chinsurgent_medic" "pr_chinsurgent_soldier3" gameLogic.setKit v_arg1 6 "chinsurgent_riflemanat" "pr_chinsurgent_soldier3" run spawners/spawners_chinsurgent_grozny.con elseIf v_arg2 == "ru" gameLogic.setTeamName v_arg1 "RU" gameLogic.setTeamLanguage v_arg1 "RU" gameLogic.setTeamFlag v_arg1 "flag_ru" gameLogic.setKit v_arg1 0 "[b]ru_officer_alt[/b]" "pr_ru_soldier4" gameLogic.setKit v_arg1 1 "[b]ru_assault_alt[/b]" "pr_ru_soldier1" gameLogic.setKit v_arg1 2 "[b]ru_rifleman_alt[/b]" "pr_ru_soldier3" gameLogic.setKit v_arg1 3 "[b]ru_support_alt[/b]" "pr_ru_soldier3" gameLogic.setKit v_arg1 4 "[b]ru_specialist_alt[/b]" "pr_ru_soldier1" gameLogic.setKit v_arg1 5 "[b]ru_medic_alt[/b]" "pr_ru_soldier2" gameLogic.setKit v_arg1 6 "[b]ru_riflemanat_alt[/b]" "pr_ru_soldier2" run spawners/[b]spawners_ru_grozny.con[/b] endIf
Code: Select all
spawners/spawners_chinsurgent_grozny.con
Thanks Mats! Just tell me whenever you have the time to help Yeah I have fixed most small problems like the brightness of the map and balanced assets better but still need to optimize it. I think CT is still helping me with that, don't know how it's going though.[R-DEV]Mats391 wrote:It is possible. It might require an additional python config, but since python runs only serverside that would be no problem for players, only for admins. You can also not make an entirely new faction and just use a kit variant for Russians. For example the Russians do not use a _ziptie variant yet. For that you just need to create new faction that is called ru_ziptie and create all the kits you want with _ziptie suffix. With that trick you wont even need new python.
I can help you with this. It might be tricky to get the customization etc. right w/o the tools to generate those, but i can do that when time comes.
Is this the only thing left for test events? Cant wait to play this map
Well, my commentary were mostly about 'public release', with custom py config quite lot possible[R-DEV]Mats391 wrote:It is possible. It might require an additional python config, but since python runs only serverside that would be no problem for players, only for admins.