Page 3 of 73 FirstFirst 12345671353 ... LastLast
Results 21 to 30 of 722

Thread: ANNOUNCE: PVP script pack released

  1. #21
    Master Gunnery Sergeant
    Join Date
    Aug 24 2003
    Posts
    1,292
    Author of the Thread
    V1.4 now released (see first post in thread).

  2. #22
    Hey subs, I made my CTF mission the other day, and I see that you have already addressed the spawn protection issue, but I have another issue as well.

    For some reason when i go to preview the mission, the intro appears unstable, like it rubberbands and stutters as the camera orbits around the town. Is there something im supposed to change to fix that?

    Thanks, this is really helping me get a better grasp of the editor and how to use it, great contribution to the community.

  3. #23
    Master Gunnery Sergeant
    Join Date
    Aug 24 2003
    Posts
    1,292
    Author of the Thread
    Yes, I've noticed the 'rubberbanding' as well. I have a horrible feeling it's just an unavoidable aspect of the way the camera works but I will have more of a look at it in the next few days.

    *edit* You can try changing the value of the _steps variable in line 36 of camControl.sqf. Default value is 60 but you may find it smoother with values down to around 20. Beyond that and you'll probably notice the camera 'lurching' in steps as it orbits.
    Last edited by sbsmac; Jul 15 2009 at 20:14.

  4. #24
    Nice, getting the update now .

  5. #25
    Hey guys excuse my ignorance, but is it possible to create a king of the hill game type?

    Id really like to create some king of the hill games. I think that could be alot of fun, and may be appealing to more players. Not to mention how much easier the mission making could be. essentially you could just create one mission, and once its made, you can just make more future missions by just moving all the units,markers,borders,etc to another area of the map, and voila, your done and you now have an entirely new mission area for king of the hill.

    So yeah, if you guys can give me some insight on how to make a King of the Hill gametype id appreciate it.

    Thanks.

  6. #26
    ok, well ive found that by using the "wizard" and selecting sector control it basically provides a template you can use for mission making.

    Thing is when i try to edit it, i can move everything around and stuff, but i cant delete anything. Sector control starts you off with like four or five sectors, and I would like to have only one sector for king of the hill. So basically if i could just delete the excess sectors i might be in business, i remember doing it in flashpoint, but as much as everything is still the same, its so much different.

    I suppose i could improvise, and either just lump all the sectors together (i dont know how well that will work with the scoring side of things though) or i could arrange the sectors into a line, a frontline if you will.

    If i cant delete the excess sectors in the "wizard editor" im thinking the frontline solution is probably the best bet.

    Any help or feedback is greatly appreciated.

    The other question i have, is if i make a game like the one described above, would i still be able to utilize this scriptpack to make the minefields and stuff?, and what would i have to do differently to make it work?

    Looks to me like sector control could potentially be the best gametype, unfortunately it also appears to be the least played (go figure). This is frustrating.

    EDIT: SBSMAC wrote: "*edit* You can try changing the value of the _steps variable in line 36 of camControl.sqf. Default value is 60 but you may find it smoother with values down to around 20. Beyond that and you'll probably notice the camera 'lurching' in steps as it orbits." - Thank You
    Last edited by deadsmell; Jul 16 2009 at 03:25.

  7. #27
    Master Gunnery Sergeant
    Join Date
    Aug 24 2003
    Posts
    1,292
    Author of the Thread
    The scriptpack already supports DM and TDM. I think that all that is rquired to support 'king of the hill' (a single player has to hold an area) and 'sector control' (a team has to hold an area) is for me to add the capability to score based on presence in an area. This is very straightforward and I'll look at it tonight.

  8. #28
    What about Join in progress lets say its clear weather at the begining and you want it to get foggy towards the end. Connecting players half way through the game will have clear weather and already connected will have foggy?

    How to make 3 flag c&h maps?

  9. #29
    Master Gunnery Sergeant
    Join Date
    Aug 24 2003
    Posts
    1,292
    Author of the Thread
    Good point about the weather - I think this is taken care of on the server but if not it's trivial to synchronise it on JIP.

    3-flag C&H - yes, the scheme i have in mind should be able to deal easily wiht this. I never played a lot of C&H so can't remember the scoring system used - did you have to actually take the flag or just be in the areas? Feel free to suggest a scoring scheme and I'll look at implementing it. I expect I'll set it up so that adding markers called 'hold', 'hold_1' etc will allow any number of holdzones.

    I've also thought about how to implement automatic vehicle respawn for those who want it. Probably a marker called 'vehicle_park' will allow any vehicle placed within it at game start to be automatically respawned.

  10. #30
    C&h the flags were neutral to start with then when you were in the area they would be taken then I think it was a ticker counting down to 0 depending on how many flags you had cant remember exactly myself but im sure it was like that there was not many good c&h maps around in ofp one that audi made was pretty strange name gyhspy or summit like that.

    Currently making a ctf map then will be looking at a c&h map when I time.

    If you know how to do jip please explain cause I have no clue.
    Last edited by [-DST-] Anth; Jul 16 2009 at 13:01.

Page 3 of 73 FirstFirst 12345671353 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •