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Modding Tutorials Information and tutorials related to modding BF2. |
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#11 |
Retired PR Developer
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Thanks Rhino ,now I see more clear !
If I have understood, the step of this account is 100 and the tickets number decrease by X tickets per minute (specified in the init.con --> gameLogic.setTicketLossPerMin 1 10 and gameLogic.setTicketLossPerMin 2 10 , I suppose ) In fact ,no need to used the item "EnemyTicketLossWhenCaptured" in the editor for the aas game mod. This leaves many opportunities in the construction of the game ![]() |
![]() La faim justifie les moyens ......
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#12 | ||
PR:BF2 Developer
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#13 |
Retired PR Developer
![]() Join Date: Sep 2007
Posts: 4,280
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Location: Denver, Colorado
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Thanks for pasting that info Rhino. The only thing I would add is that the final flag doesn't have to be 99999. It could be 100, 200, or in some rare cases nothing at all. It depends on the set-up and which team(s) need the bleed in order for the map to play successfully.
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#14 |
PR:BF2 Developer
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if you have a slow bleed on the final flag (which you get without setting it to 999999) you get situations where 99% of the team that's been capped out are all dead and can't spawn since they don't have any flags to spawn on and there is one sniper hiding in a bush somewhere which the other team can't find and everyone just gets really pissed off for ages. Use to happen a lot in PR before we added the final flag with 999999 area values.
With the area value at 999999, ye the opposite team doesn't have much of a chance to recap there main (even thou tbh that's very unlikley to happen) but it means that the game is over in under a minute and even if the other team did manage to recap there flag, they wouldn't have enough tickets to win even if they could pull off an amazing counter attack, which if they can they should have done it sooner ![]() |
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#15 |
Retired PR Developer
![]() Join Date: Sep 2007
Posts: 4,280
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Location: Denver, Colorado
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That's why I said it depends on the set-up. With some maps, the mapper didn't assign the spawns to the last flag... so the team can still spawn in and fight to get it back. So yeah, most maps may need a 99999, but not all... that's what I wanted him to know.
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#16 |
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Hello. We are planning small event. But i need help with flags. (of course server will be passworded)
![]() Who can remove on this map all AAS routes except BLUE ( RU FO => City => Pumping Station => Hilltop Fort => Farm => PLA FO ) GREEN ( Ru FO => City => Oil Storage => Hilltop => Farm => PLA FO ) RED (RU FO => City => Pumping Station => Oil Storage => Hilltop => PLA FO ) |
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#17 |
PR:BF2 Lead Designer
![]() ![]() Join Date: Jan 2012
Posts: 8,348
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hey razer, did you ask vapoman if this was ok to edit his map?
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#18 |
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Can i get link to profile?
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#19 |
Retired PR Developer
![]() Join Date: Sep 2007
Posts: 4,280
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Location: Denver, Colorado
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Project Reality Forums - View Profile: [R-DEV]VapoMan
Make sure it's okay. Maybe he'll even make the changes for you, if he's not too busy. |
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#20 |
PR:BF2 Developer
![]() Join Date: Oct 2012
Posts: 1,623
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what if i want, lets say 1 mainbase for each team and then 3 neutral flags? this means 1 attack routes for each team, but I can only put one SGID/CP so that means only one team will be able to attack ??
And btw, is it possible to work with the editor at the same time i am working in my maps con/text files? Or do i need to close the editor everytime i want to make changes in textfiles of the map ? |
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Tags |
aasv4, control, create, game, map, mode, points, tutorial |
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