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Thread: MP Spawn Zone Shields

  1. #1

    Cool

    Base on a brilliant idea from cain2001 and a nice alpha by Offtime ........
    THIS THREAD

    <span style='font-size:12pt;line-height:100%'><span style='colorarkRed'>MP Spawn Zone Shields</span></span>

    beta 2
    - 40m x 20m
    - 1 Wall and 1 Roof
    - 3 types
    - Wall: Cant see in or out
    - 1 Way: Cant see in but can see out
    - 2 Way: Can see in and out
    - 2 Colours, Red and Blue
    - Terrian following

    DOWNLOAD From Here

    Under: EMPTY -> Objects -> MP Shield XXXXXX

    Notes:
    - HE exploding on the walls can still damage kill on the other side for a short radius .... not sure its possible to completely insulate this.
    - Grenades and so-such landing on the roof seem to still cause an explosion at ground level ..... looks like an OFP Engine limitation.
    - Difference to beta 1, removed Geos that were causing damage to light vehicles

    No doubt there&#39;s plenty of other variations that can be done on these .......

  2. #2

    Angry

    Hi, that sounds as a good measure to keep all those ******&#39; spawnkillers & spawncampers under control. What i used in some remaked (to play with the USMC Addon 1.0) were those mapfact walls in the MIL objects pack; if i&#39;d known how to respawn vehicles i&#39;ll had reinforced the perimeter with those of they&#39;r land mines too. I think that those mapfact walls are better because they enemy or the spawning units can&#39;t see what&#39;s at the other side so they can&#39;t wait until u go out & u can&#39;t see &#39;em, and when u climb the wall u jump from it, & that gives a "new" aspect to fast CTF&#39;s like Mokra. Let&#39;s cu

  3. #3
    awesome mate
    i am certain that this will find its way into mp leagues &#33;

  4. #4

    Thumbs up

    Since it&#39;s released (in alpha form), I&#39;ll move this to A&M:C...

  5. #5
    Quote Originally Posted by [b
    Quote[/b] ]- HE exploding on the walls can still damage kill on the other side for a short radius .... not sure its possible to completely insulate this.
    - Grenades and so-such landing on the roof seem to still cause an explosion at ground level ..... looks like an OFP Engine limitation.
    You might be able to solve those two by making the walls as proxies, they seem to soak up all types of rounds including Laws. No explosions, and no dust clouds when bullets impact.

    Not tried grenades yet, but I have a basic example kicking about if your interested?

  6. #6
    Quote Originally Posted by ([IT&#124;Q
    @ June 30 2005,16:57)]awesome mate ***
    i am certain that this will find its way into mp leagues &#33;
    Yep, as Q said, awaiting its trial and use in league play.

  7. #7
    hmm - now should be the time to start offering some advertisement space on your walls Gnat.

    What about some panorama textures or some nice wallpapers,
    posters, pic of a skyline mountains - you get the idea?

    ~S~ CD
    http://www.swint.demon.nl/ofp/ofpec_work.gif
    Never argue with idiots - they just take you down to their level
    to beat you there with experience
    arabic objects/buildings thread

  8. #8
    First Lieutenant [APS]Gnat's Avatar
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    Jun 28 2003
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    Australia
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    Author of the Thread
    Quote Originally Posted by (UNN @ July 01 2005,08:35)
    You might be able to solve those two by making the walls as proxies, they seem to soak up all types of rounds including Laws. No explosions, and no dust clouds when bullets impact.

    Not tried grenades yet, but I have a basic example kicking about if your interested?
    ARH&#33; Yes .... good idea UNN ..... definately worth a try. But I should get back to my B52/Tu95 project


    Good idea Chris on the use of space &#33; LOL ..... I&#39;ll skip over to e-bay now and see what offers I can get ......... but either way I won&#39;t be accepting any Microsoft bids ArmA I&#39;ll do for Half Price.
    Failing that, maybe some more Pinks in the colour scheme .... they tend to be more soothing, reduces the aggression levels

  9. #9
    Master Gunnery Sergeant
    Join Date
    Nov 2 2001
    Location
    Sweden
    Posts
    1,259
    I think there is a much easier solution to this.

    Player addeventhandler ["Killed",{if ((_this select 0) distance WestRespawn<50) then {(_this select 1) setpos [0,0,10000];hint format ["%1 was punished for spawnkilling",(_this select 1)]}]


    Add the same eventhandler to the east but EastRespawn(these are game logcs) instead of westrespawn ofcourse.
    "Cibit, come in my number two." - Terox

    Want someone to JIP into your squad? Choose your words carefully.

  10. #10
    InqWiper;

    Right now you&#39;re comparing pizza&#39;s and noodles

    The shields are not here to check for who was killed by who
    and how far from respawn zone, just to setpos the killer
    somewhere - they are here to prevent somebody from killing
    over there - no graphics resource are required for this (in case of the invisible ones), and no script running anywhere.
    No physical barriers, as it&#39;s just a firegeo-lod.

    btw - Gnat - if you want to avoid AI from reporting targets
    on the other side, you should go for a viewgeo-lod aswell.

    ~S~ CD

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