Awesome work! I love the city parts of the map. I am just dying to get to play it.
A few points though.
The sea looks kind of because the fog doesn’t affect it. If you could accieve the battery kind of fade out in the water that would be cool.
Nice foliage can I use them on my map
The bridge objective was fuzzy?!?! What sould the allied dynamite? The objective icon was a “orange grid of death”. There was only a truck in the doorway and it was not blocking anything.
-The fog was kind of extreme though I understad it must be because of FPS. The fog could have been other color IMHO, because the grey do not blend into this maps atmosphere.
-Well i was planning on adding the same kind of water as i Battery, but i will wait and see until some games have been played as its alot of work.
-The foilage is just a simple shader made out of the the dead treebranches and 2 small brushes.
-The bridge dynamite icon is pretty weird…sometimes it has a black/yellow icon and sometimes not…well have to work on that. The objective is under the bridge on a pathway that leads up to a door that must be blasted to gain an extra entrance under the bridge…
-Yes the fog is kind of extreme, i was planning on adding rain lateron to make it look more realistic, and it will also give a better feel to the map. The FPS is kinda strained in this map, Geforce 2 users will have around 40-50 in mist places like myself, but thats playable IMO. Most movies runs in 24 FPS soo everything over that doesnt make your eyes go nuts.
I have also found a small bug myself, made 1 caulking too much, so there is a small part of the roof just inside the big doors to the guncave that missing ingame.
nice map… but come on… I really doubt the axis could catch us heroic Brits as we are rambo killing machines that take no prisoners :twak: no if they captured the american’s and were gonna execute them… I think I could believe that
and on that note just saw the description on pcgamemods.com is different from the zipped txt file o.0 did the axis change there mind half way through there plot?
Damn you’re fast. 9 days. Now im expecting a new 3 map campaign every month ok. [/quote]
You wish
Dunno yet what my next project will be i have prosised alot of server ops that i would make new separate versions of Rhine Bridge and Fliegerhorst.
Also got a nice idea from a guy to do a the follow up movie ‘Force 10 from Navarone’, but its been so long since ive seen that movie. I know its about blowing a dam. Another idea is to do another classic ‘Where eagles dare’…
great games be4 very fun map and the bridge door icon appears normal as allies but the orange/black for axis… just to shorten fixing it down, and with the sea, it would be better if ya could actualyl see them swimming as I had a hard time trying to find where they were. but a very nice map overall… just love the jumping capabilities =D
I don’t want to sound overly critical, but you release a so called CAL version of your map and didn’t bother to test it thoroughly??? That’s pretty amatuerish - I mean everyone lets bugs slip through, but one that causes server crashes? What went wrong?
I don’t want to sound overly critical, but you release a so called CAL version of your map and didn’t bother to test it thoroughly??? That’s pretty amatuerish - I mean everyone lets bugs slip through, but one that causes server crashes? What went wrong?[/quote]
Still dont know what causes the server crash, though i had it fixed with the _r version.
I havent had this trouble with 2hide, seems like its only happening in campaign mode. What happenes is that the server goes into a loop and starts printing a the endgame message over and over until the server crashes. But even when i removed the whole scriptpart that made the gun go off after the timelimit was hit it still crashes or resets the campaign.
This is the script now in 2hide_cal_r that has anything to do with the ending and winning, i cant see anything wrong with it: :???:
game_manager
{
spawn
{
// Set scenario information
wm_axis_respawntime 30
wm_allied_respawntime 15
wm_set_round_timelimit 20
wm_number_of_objectives 5
// Objectives
// 1: Forward Spawn
// 2: Dynamite Detonator
// 3: Commandpost
// 4: Keycodes Documents
// 5: Destroy the Big Gun
wm_set_main_objective 5 0
wm_set_main_objective 5 1
wm_objective_status 1 1 0
wm_objective_status 1 0 0
wm_objective_status 2 1 0
wm_objective_status 2 0 0
wm_objective_status 3 1 0
wm_objective_status 3 0 0
wm_objective_status 4 1 0
wm_objective_status 4 0 0
wm_objective_status 5 1 0
wm_objective_status 5 0 0
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// If the round timer expires, no one has won
// Set the round winner: 0 == AXIS, 1 == ALLIED
wm_setwinner 0
// Set start spawnpoints
wait 500
setautospawn "Truck Spawn" 1
setautospawn "Town Spawn" 0
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
// *---------------------------------------------------------------------------------*
}
trigger gun_boom // Trigger this when the Big Gun is blown
{
// UI pop-up to alert players
wm_announce "Allies have destroyed the Big Gun!"
wm_objective_status 5 1 2
wm_objective_status 5 0 1
accum 1 set 1 // End of game completed
// Call function to check if the round has been won
trigger game_manager checkgame
}
trigger checkgame // Set Winner to Allies
{
accum 1 abort_if_not_equal 1
// Set the round winner: 0 == AXIS, 1 == ALLIED
wm_setwinner 1
// End the round
wm_endround
wait 4000
// Play Destroyed scene activate some smoke and some func_explosives.
alertentity gun_destroyed //targetname of the entitys triggered
}
}
// ============================================
// Destructable Stuff
// ============================================
gun // The Big Gun at the end.
{
spawn
{
wait 50
constructible_class 3
}
death
{
trigger game_manager gun_boom
}
}
This was the game_manager before:
game_manager
{
spawn
{
// Set scenario information
wm_axis_respawntime 30
wm_allied_respawntime 15
wm_set_round_timelimit 20
wm_number_of_objectives 5
// Objectives
// 1: Forward Spawn
// 2: Dynamite Detonator
// 3: Commandpost
// 4: Keycodes Documents
// 5: Destroy the Big Gun
wm_set_main_objective 5 0
wm_set_main_objective 5 1
wm_objective_status 1 1 0
wm_objective_status 1 0 0
wm_objective_status 2 1 0
wm_objective_status 2 0 0
wm_objective_status 3 1 0
wm_objective_status 3 0 0
wm_objective_status 4 1 0
wm_objective_status 4 0 0
wm_objective_status 5 1 0
wm_objective_status 5 0 0
// Stopwatch mode defending team (0=Axis, 1=Allies)
wm_set_defending_team 0
// If the round timer expires, no one has won
// Set the round winner: 0 == AXIS, 1 == ALLIED
wm_setwinner 0
// Set start spawnpoints
wait 500
setautospawn "Truck Spawn" 1
setautospawn "Town Spawn" 0
// *----------------------------------- vo ------------------------------------------*
wm_addteamvoiceannounce 0 "axis_hq_compost_construct"
wm_teamvoiceannounce 0 "axis_hq_compost_construct"
// *---------------------------------------------------------------------------------*
}
trigger timelimit_hit
{
// UI pop-up to alert players
wm_announce "Axis fires the Big Gun!"
wait 4000
// Big Gun fires a shell
alertentity gun_goes_boom
}
trigger gun_boom // Trigger this when the Big Gun is blown
{
// UI pop-up to alert players
wm_announce "Allies have destroyed the Big Gun!"
wm_objective_status 5 1 2
wm_objective_status 5 0 1
accum 1 set 1 // End of game completed
// Call function to check if the round has been won
trigger game_manager checkgame
}
trigger checkgame // Set Winner to Allies
{
accum 1 abort_if_not_equal 1
// Set the round winner: 0 == AXIS, 1 == ALLIED
wm_setwinner 1
// End the round
wm_endround
wait 4000
// Play Destroyed scene
alertentity gun_destroyed
}
}
The difference is the trigger timelimit_hit that fired of a explosive entity after the map has ended. So i thought that perhaps having booth wm_setwinner 0 and timelimit_hit was the problem as i should have set the wm_endround in timelmit_hit instead of having it as usually just in teh spawn of game_manager.
If you do keep with the movie theme, then go with ‘Where Eagles Dare’. I think this is one of the best WWII movies ever made, and is where “M Schaffer” comes from. Schaffer is played by Clint Eastwood.
PS I hope you got my feedback email this time. Tried to send last night but you email was constipated :moo:
How reproducable is this bug?
Anything like this needs to be hunted down for all our sakes, so if I can replicate it I’ll take a look too.
So if you have a way of guaranteeing this happening, detail it here.
On a server I admin the bug would happen in warmup. Our server requires at least 1 person to hit F3 to start the warmup countdown. So, if there wasn’t anyone on the server or if there were people connected but just exploring the map while in this phase of warmup (which I did a few times), the message ‘Axis has fired the big gun’ would be spammed constantly after the map had been sitting in this warmup phase for 30 minutes. Once it started spamming this message, no one else could connect and if you disconnected, you could not reconnect without restarting the server. Since we liked 2hide a lot, we just removed the requirement for someone to press F3 to start the map (so basically when a new map loaded, the warmup countdown automatically started). Hope this helps and let me know if you have any questions.
Had it happen tonight while playing around on the map - It happened with about 18 minutes left on the clock, the gun wasn’t planted. It wasn’t spamming the ‘Axis have fired the gun’ message, but here is what I caught in the console - hope it helps…everything before this was normal kill messages & such - after this point, watchdog kicked in & restarted the default maps. Since then , have played a few times with no problems. Oh, and it was in stopwatch mode - not campaign…
I don’t know whether the game calls this trigger only once, or whether it calls it each second or something. If the latter one then it will keep restarting the function each time, because of the wait 4000 command.
If it is because it gets called constantly, although I can’t see why it would, then possibly using an accum to track whether it’s called the first time or not would catch this, eg:
in spawn{}
accum 6 set 0
in time limit hit
accum 6 abort_if_notequal 0
accum 6 set 1
// the rest of your code.
Can’t see why it would be a problem, but might be worth a quick try.