project-navigation
Personal tools

Author Topic: Modified Dam.map...  (Read 2277 times)

Offline Quidgiboo

  • Rookie
  • ***
  • Posts: 11
    • View Profile
Modified Dam.map...
« on: August 10, 2012, 10:04:52 pm »
Hi everyone,

I've been playing around with the single player (static) campaign, trying to put together a mini-mission arc (aliens trying to destroy a military base in switzerland) that will occur with semi-random timing. Have most of it, just putting everything together as a mod format, rather than overwriting all the base files.

In the meantime, was wondering what people thought about a modified version of the Dam map.  As part of the mission arc, aliens have rigged it with explosives, requiring you to kill them all (as per usual).

While making this I noticed a couple of bugs of decreasing importance..
1) When one of my soldiers activates the bomb misc_mission function (bring the bomb to point X, something blows up, also used on Fuel Dump as well, if I remember right), the bomb will explode and destroy the target, but the soldier is then unable to move from their last location.
2) When I have a misc_mission with the hold-location-for-x-rounds requirement, and an alien is within the action radius, all of them stop moving/firing until the alien within that radius is killed. Might be something to do with the priorities of the alien AI?
3) And lastly, though this has been mentioned before, wow, dam.map causes a lot of Actor_not_in_sync errors, especially when I try to be clever and stick an alien in the tower :/

Anyway, any comments or criticisms, please let me know!
Cheers,

Offline ShipIt

  • Project Artist
  • Captain
  • ***
  • Posts: 906
    • View Profile
Re: Modified Dam.map...
« Reply #1 on: August 13, 2012, 04:23:15 pm »
Hi,

I just took a quick look at the map. First, I like the idea - the aliens threatening to blast the dam to pieces can give the map some additional atmosphere. Your intention was to replace the existing map or did you want to do some alternative design beside the existing one?

Very important : On static maps you always need at least twelve (the number of soldiers the Herakles dropship can carry) spawnpoints for Humans in order to make it playable in campaign mode.

Also there are some missing levelflags and invalid parameters that need to be fixed. 
Code: [Select]
* ent:0 brush:750 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:751 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:752 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:753 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:754 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:755 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:756 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:757 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:758 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:759 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:760 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:761 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:762 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:763 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:764 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:765 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:766 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:767 - at least one face has no levelflags, setting 65280 on all fa
ces
* ent:0 brush:768 - at least one face has no levelflags, setting 65280 on all fa
ces
//ent:-1 brush:-1 - total of 9 nodraws set (point down, or are close to pointing
 down)
//ent:-1 brush:-1 - 9 nodraws set (covered by another brush).
  ent:80 brush:-1 - ED_CheckRange: value not specified in range definition, "0 4
5 90 135 180 225 270 315 -45 -90 -135 -180 -225 -270 -315" in angle
  ent:81 brush:-1 - ED_CheckRange: value not specified in range definition, "0 4
5 90 135 180 225 270 315 -45 -90 -135 -180 -225 -270 -315" in angle
  ent:83 brush:-1 - ED_CheckRange: value not specified in range definition, "0 4
5 90 135 180 225 270 315 -45 -90 -135 -180 -225 -270 -315" in angle
  ent:85 brush:-1 - ED_CheckRange: value not specified in range definition, "0 4
5 90 135 180 225 270 315 -45 -90 -135 -180 -225 -270 -315" in angle

To add some further complains - you should not use models without the needed 'common' clips. The actorclips only prevent actors from moving into/through the models. But aliens/soldiers can still shoot and look through them, and they do not cast shadows (see attachement).
And, last but not least, we always like to have the spawnpoints for at least two multiplayer teams to be able to play the map in multiplayer.

About the bugs,
1) make sure you are on latest master and fill a bugreport if it still won´t work
2) as 1)
3) I doubt this is a map problem

Offline H-Hour

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1923
    • View Profile
Re: Modified Dam.map...
« Reply #2 on: August 14, 2012, 11:53:39 am »
I would also add: the green glowing models you've used are associated with alien propulsion (they appear in alien UFOs and in the alien base hangar). I don't think they should appear as human-tech objects on the dam map.