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Author Topic: Sector System  (Read 7841 times)
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AmPM Offline
Community Mapper
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Posts: 7978



« on: July 22, 2010, 02:24:48 am »

Any chance we can get it back to allowing us to use disconnected sectors? As in ones not connected to a spawn by other sectors?

This would greatly open up what we can do with maps, currently its a lot of the same ol' same ol', even on new maps due to the games all playing so similarly.

That and we could bring back such classics as French Countryside.
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brn4meplz Offline
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« Reply #1 on: July 22, 2010, 02:43:04 am »

Quote
Wait is that just a big field?
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shockcoil Offline
griefer & spammer
EIR Veteran
Posts: 1566



« Reply #2 on: July 22, 2010, 03:08:33 am »

Seconded. I want Adrenne Valley to be restored to it's former glory (yes I said glory, it was awesome)
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #3 on: July 22, 2010, 08:51:43 am »

you can always do the mapmakers hack and make maps connect non touching sectors
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #4 on: July 22, 2010, 12:22:29 pm »

How do you do that? Can't seem to find mention of it anywhere.
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Grundwaffe Offline
EIR Veteran
Posts: 1128



« Reply #5 on: July 22, 2010, 12:25:17 pm »

I think Leo did that on "The Dike" at german side.
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Tymathee Offline
Donator
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« Reply #6 on: July 22, 2010, 12:29:13 pm »

It got broke with the 2.7 patch Relic did a way with all map hacks, thereby destroying our freedom the facists
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #7 on: July 22, 2010, 12:31:04 pm »

Is it no longer something codeable by the mod makers?
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LeoPhone Offline
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« Reply #8 on: July 22, 2010, 12:55:51 pm »

I think Leo did that on "The Dike" at german side.

what do u mean with this? :S

and i bet the reason it doesnt work anymore is some simple file location problem. doesnt jointops uses NIS files? that still works with 2.7
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Grundwaffe Offline
EIR Veteran
Posts: 1128



« Reply #9 on: July 22, 2010, 01:05:03 pm »

what do u mean with this? :S
On german side, the part of the hard forrest doesnt get capped, or its me who didnt run to that part because i belived it was disconnected because because it doesn't look walkable...


Sigh its just horrible to explain so nvm..
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LeoPhone Offline
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« Reply #10 on: July 22, 2010, 02:07:35 pm »

On german side, the part of the hard forrest doesnt get capped, or its me who didnt run to that part because i belived it was disconnected because because it doesn't look walkable...


Sigh its just horrible to explain so nvm..

there is a difference between sectors having null territory next to them and sectors being completely surrounded by null sectors.
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #11 on: July 22, 2010, 02:15:50 pm »

Wish we could still do that, it made games much more fun and realistic.
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #12 on: July 22, 2010, 02:22:53 pm »

You just paint a dot of another sector touching the intended sector and paint it impassable so people cant "remote cap"
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LeoPhone Offline
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« Reply #13 on: July 22, 2010, 04:34:36 pm »

You just paint a dot of another sector touching the intended sector and paint it impassable so people cant "remote cap"

i tried something like that with ardenne valley and it would have resulted in having a big line of move block trough the entire map. the end result was fail.
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Unkn0wn Offline
No longer retired
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Posts: 18379


« Reply #14 on: July 22, 2010, 05:50:29 pm »

We can probably bring back the code some day but that's SCAR and Eirrmod isn't doing any SCAR at the moment. All his energy is being devoted towards progress on the warmap.
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #15 on: July 22, 2010, 05:57:23 pm »

We can probably bring back the code some day but that's SCAR and Eirrmod isn't doing any SCAR at the moment. All his energy is being devoted towards progress on the warmap.
Not to mention that its quite a tricky piece of work - if things dont link back to the spawn, backcapping wont work.

Sorry guys, this wont be addressed / looked at until after version 1
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #16 on: July 22, 2010, 06:09:19 pm »

Awww, ok =)

Just it allows us to really open up the mapmacking more, adding game modes and such through map design.
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EIRRMod Offline
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« Reply #17 on: July 22, 2010, 06:13:33 pm »

Awww, ok =)

Just it allows us to really open up the mapmacking more, adding game modes and such through map design.
Well, thats something Id like to do too - so, during 0900 / 1000 we'll really sink our teeth into game-modes and see what we can do eh?
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #18 on: July 22, 2010, 06:16:09 pm »

Yay! Objective based always made for the most intense fights, and really cool uses for airdropped troops.
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Calstifer Offline
EIR Veteran
Posts: 123


« Reply #19 on: July 23, 2010, 02:20:51 am »

Yay! Objective based always made for the most intense fights, and really cool uses for airdropped troops.

Your right, aidropped troops are just a better form of infintry at the moment. That wasn't the purpase of them. Their purpase was to drop in to a desired zone to outwit and outrun the german troops to a given objective and hold it untill re-enforcments of a main core. By 'balancing' airbone with buffs that make them a backbone unit we are disreguading their priority use.
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