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#1 |
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Heres the combat area codes from Karbala:
Code:
CombatAreaManager.use 1 CombatAreaManager.timeAllowedOutside 10.000000 CombatArea.create CombatArea_0_INS_64 CombatArea.min 0.000000/0.000000 CombatArea.max 0.000000/0.000000 CombatArea.addAreaPoint 1009.941650/1008.130127 CombatArea.addAreaPoint 1009.991699/-1009.819580 CombatArea.addAreaPoint -1009.909302/-1010.048645 CombatArea.addAreaPoint -1010.144653/1009.819214 CombatArea.team 0 CombatArea.vehicles 4 CombatArea.layer 2 CombatArea.create CombatArea_10_CP_Layer_64 CombatArea.min 0.000000/0.000000 CombatArea.max 0.000000/0.000000 CombatArea.addAreaPoint -99.960815/-112.602844 CombatArea.addAreaPoint 32.449341/-110.275208 CombatArea.addAreaPoint 34.449951/-262.898560 CombatArea.addAreaPoint -81.577087/-261.277405 CombatArea.addAreaPoint -81.530090/-261.109558 CombatArea.team 2 CombatArea.vehicles 4 CombatArea.layer 2 CombatArea.Inverted 1 CombatArea.create CombatArea_13_CP_Layer_64 CombatArea.min 0.000000/0.000000 CombatArea.max 0.000000/0.000000 CombatArea.addAreaPoint 1009.341309/565.386597 CombatArea.addAreaPoint 882.218750/623.351440 CombatArea.addAreaPoint 603.106445/494.542480 CombatArea.addAreaPoint 222.398438/708.015259 CombatArea.addAreaPoint 45.745972/1006.826416 CombatArea.addAreaPoint 1008.594482/1006.968628 CombatArea.team 1 CombatArea.vehicles 4 CombatArea.layer 2 CombatArea.Inverted 1 To me it would seem legit to simply change the "CombatAreaManager.use 1" to "0" But still a bit unsure as I done this before, and that was not the way I got it done Help please? |
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#2 |
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PR:BF2 Developer
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you need at least one combat area otherwise the entire map will be classified as out of bounds
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#3 |
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The fixed Code:
Code:
CombatAreaManager.use 1 CombatAreaManager.timeAllowedOutside 10.000000 CombatArea.create CombatArea_0_INS_64 CombatArea.min 0.000000/0.000000 CombatArea.max 0.000000/0.000000 CombatArea.addAreaPoint 1009.941650/1008.130127 CombatArea.addAreaPoint 1009.991699/-1009.819580 CombatArea.addAreaPoint -1009.909302/-1010.048645 CombatArea.addAreaPoint -1010.144653/1009.819214 CombatArea.team 0 CombatArea.vehicles 4 CombatArea.layer 2 CombatArea.create CombatArea_10_CP_Layer_64 CombatArea.min 0.000000/0.000000 CombatArea.max 0.000000/0.000000 CombatArea.addAreaPoint -99.960815/-112.602844 CombatArea.addAreaPoint 32.449341/-110.275208 CombatArea.addAreaPoint 34.449951/-262.898560 CombatArea.addAreaPoint -81.577087/-261.277405 CombatArea.addAreaPoint -81.530090/-261.109558 CombatArea.team 0 CombatArea.vehicles 4 CombatArea.layer 2 CombatArea.create CombatArea_13_CP_Layer_64 CombatArea.min 0.000000/0.000000 CombatArea.max 0.000000/0.000000 CombatArea.addAreaPoint 1009.341309/565.386597 CombatArea.addAreaPoint 882.218750/623.351440 CombatArea.addAreaPoint 603.106445/494.542480 CombatArea.addAreaPoint 222.398438/708.015259 CombatArea.addAreaPoint 45.745972/1006.826416 CombatArea.addAreaPoint 1008.594482/1006.968628 CombatArea.team 0 CombatArea.vehicles 4 CombatArea.layer 2 simply change "CombatArea.team" to "0" and remove "CombatArea.Inverted 1" Fixed |
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#4 |
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PR:BF2 Developer
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It depends very much on how you want to remove it as there are a few ways. Do you want jets to be able to go out into the surrounding terrain, or everything, or do you want everything inside the minimap area?
changing the team and nu-inverting a combat zone means you've just made what was an DOD into a normal combat zone... |
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#5 |
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Also, any CombatArea changes can be done by serverside, so if you want fix something for event, you don't need to tell people that they need to download new map.
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#6 |
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PR:BF2 Developer
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#7 | |
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Quote:
Map looks different afterwards, sorta refreshing | |
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| Tags |
| area, combat, removal |
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