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[BETA] 6p_St_Come_Du_Mont
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Topic: [BETA] 6p_St_Come_Du_Mont (Read 37353 times)
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Hartkeks
EIR Regular
Posts: 34
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #80 on:
January 13, 2009, 11:32:03 am »
From what I read in the forums, people stated that there were just too many full health buildings in the town being able to be garrisoned, making it too difficult for the attackers to gain a foothold.
So my intention was to reduce the amount of possibilities to fortifiy the town.
Therefore I added some pre-damage to buildings to make players think twice to enter some buildings when they units could be lost if the house collapses.
Then I got the idea of adding some kind of randomness to the damage using some artillery.
Combining both seems to be a little too much though.
Since the arty SCAR script was experimental to see if it works at all without causing errors, I'm now going to tone down the caused havoc.
I'm trying to reduce the damage output by removing some pre building damage, reducing the number of salvos or spreading out the target zones for the barrages or a combination of all.
For the intro music getting cut off: I don't know why this happens.
It's a streamed sound and maybe priorities get overwritten by ingame sounds (battlechatter, vehicle sounds, shell impact, etc.)
I didn't figured out how to play it through the music channel (which could be turned off in the game options if people don't like it).
Seems that there is missing some information in the .bsc file that is needed to play it as actual ingame music.
@Cozmo:
I first tried to set up a 'neutral' 7th computer player (like in the single player missions) who should have done the arty thing, but I didn't manage to get it to work without errors, so I assigned the arty to 'real' players which works fine when the map is played as 3v3. It only causes an error if no player is found in the checked slot.
The main reason I didn't loop the barrage function is, that I have two kinds of randomness in it.
The first one is, wich targetzone is selected.
The second one is a random offset to the actual barrage.
I'm not really a coder, so maybe the SCAR is not how a coder would have done it, but the most important thing for me was, that it would work and cause no errors.
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Have a look:
http://www.europeinruins.com/index.php/topic,4987.0.html
DasNoob
EIR Veteran
Posts: 3430
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #81 on:
January 15, 2009, 02:28:22 am »
Played it and loved it. Most of the town ended up being destroyed! From what other players have told me... each time is a little different for them.
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Quote from: fldash on Today at 06:22:34 PM
DISASTER AVERTED... IM A MOTHER FUCKING GENIUS!
Quote from: Smokaz on February 24, 2010, 11:45:39 am
You have DasNoob who uses the mod as COHTV
Kolath
Commander, 2nd Infantry Division
Posts: 2382
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #82 on:
January 15, 2009, 10:13:05 am »
I really like the random barrages. Great work!
The music is also hilarious!
Logged
Kolath's Quote Commandments:
1. Thou shalt not quote the entirety of a post 3 or less posts above you
2. Thou shalt not quote more than 2 nested levels
3. Thou shalt not quote large blocks of text when one sentence would do
4. Thou shalt not quote images!
martin_the_monkey1
EIR Veteran
Posts: 52
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #83 on:
January 15, 2009, 12:09:40 pm »
i take it back what i said about the buildings dyeing to easy cuz i just took a calliope to the field and leveld every building on the map in 3 shots wiping out all the axis defences on the fild it now my fav map for attacking
Logged
|-|Cozmo|-|
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #84 on:
March 22, 2009, 05:47:54 am »
A few weeks ago, i fixed/changed hartkeks code to allow any number of players, however i didn't want to release it without his go ahead, but he seems to have left this community.
I'm not sure what to do,should I release the changed version or not?
Logged
Akranadas
Honoured Member
Posts: 6906
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #85 on:
March 22, 2009, 07:45:27 am »
No. Not without the map creators permission
Logged
|-|Cozmo|-|
Lieutenant General of all Ninja's.
EIR Veteran
Posts: 4950
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #86 on:
March 22, 2009, 09:33:07 am »
Fair enough.
Logged
Hartkeks
EIR Regular
Posts: 34
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #87 on:
April 18, 2009, 12:03:53 pm »
Updated version available.
- deleted the map description from the .info file, because it made the map crash under patch 2.501.
- Added Cozmo's fix (special thanks for figuring this out) to the SCAR code, so player slots can remain empty (if you want to play a 2v2) without making the map crash.
http://files.filefront.com/6p+st+come+du+montsga/;13619120;/fileinfo.html
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #88 on:
May 17, 2009, 04:02:07 pm »
Hartkeks, map is still broken. It shows the strategic points ingame.
I had the same issue with Abbe winter, this is caused by starting positions sharing sectors.
Please fix asap, we will patch it in. I'll do it for you if you don't reply after several days.
Logged
Armfelt
EIR Veteran
Posts: 453
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #89 on:
May 17, 2009, 04:05:55 pm »
Quote from: Unkn0wn on May 17, 2009, 04:02:07 pm
...we will patch it in.
Sorry if I ask, it is maybe stated elsewhere, but may i ask for an estimated release for the great patch and reset of profiles?
Logged
"Well opinions are like assholes, everybody has one."
AmPM
Community Mapper
Posts: 7978
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #90 on:
May 17, 2009, 04:07:40 pm »
Now that I know thats a cause of map error, I can get some others working.
Kolath, if you view this, can I check Ardennes to fix it?
Logged
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Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #91 on:
May 17, 2009, 04:11:18 pm »
That'd be great if you could AMPM.
Kolath hasn't been around in a while so I suggest you just go ahead with it as long as you stick to just fixing it.
(Fix the loading screen for your maps and his while you're at it, just move them out of the loading folder back with the rest of the files)
When I say we will patch it in I'm not referring to 006, these mapfixes can be added in the moment they become available. Would be nice though if we can have all the maps fixed for the 006 installer.
Logged
AmPM
Community Mapper
Posts: 7978
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #92 on:
May 17, 2009, 04:16:44 pm »
I'll try and get all my stuff done, mostly....
I got some time off this week without the kid, so should be able to tackle it.
Logged
Unkn0wn
No longer retired
Posts: 18379
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #93 on:
May 17, 2009, 04:23:51 pm »
Aight, just try the fix the maps that are currently coming with the installer first.
Gotta get all those maps working ASAP. We can also look into 'cutting' some of the current maps that simply aren't fun or that no one likes to play. Just a waste of MBs that could be used on better maps.
Is lambert working btw?
«
Last Edit: May 17, 2009, 04:26:23 pm by Unkn0wn
»
Logged
AmPM
Community Mapper
Posts: 7978
Re: [BETA] 6p_St_Come_Du_Mont
«
Reply #94 on:
May 17, 2009, 05:21:56 pm »
Of course, that map is basic.
I'll use this time to shrink down FC a bit, and get Industrial all done.
Logged
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