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Author Topic: SF Old Town  (Read 4497 times)

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Offline ELiZ

SF Old Town
« on: Thursday, January 10, 2013, 01:32:52 AM »
This Is the 2.8.5 map
Basic Convert is done






Offline ELiZ

Re: SF Old Town
« Reply #1 on: Thursday, January 10, 2013, 01:34:30 AM »
Im unable to add the Carryobjectives:


Code: [Select]
Begin Map
Begin Actor Class=AGP_CarryObjective Name=AGP_CarryObjective2
    AccomplishMessage="Your team retrieved the case form the Upper Com Station."
    FailedDefenseMessage="Opposing Forces retrieved the case from the Upper Com Station."
    AttackDescription="Retrieve the case from the Upper Com Station."
    DefenseDescription="Dont lettem have it."
    Score_AssaultPlayer=20
    Score_AssaultHelper=20
    Score_DefenderKill=20
    SequenceTag="Primary1"
    InventoryTag="Inventory1"
    RandomSelectedEvent="Rand2"
    RandomTag="P1"
    Level=LevelInfo'myLevel.LevelInfo0'
    Region=(Zone=ZoneInfo'myLevel.ZoneInfo2',iLeaf=2305,ZoneNumber=53)
    Tag="AGP_CarryObjective"
    Touching(0)=AGP_ObjectivePickup'myLevel.AGP_ObjectivePickup1'
    PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume12'
    Location=(X=-129.939056,Y=-2736.867676,Z=-805.000000)
    ColLocation=(X=-129.939056,Y=-2736.867676,Z=-805.000000)
    bSelected=True
    bIsLocal=True
End Actor

Begin Actor Class=AGP_CarryObjective Name=AGP_CarryObjective0
    AccomplishMessage="Your team retrieved the case from the Lower Control Room."
    FailedDefenseMessage="Opposing Forces retrieved the case from the Lower Control Room."
    AttackDescription="Retrieve the case from the Lower Control Room."
    DefenseDescription="Dont lettem have it."
    Score_AssaultPlayer=20
    Score_AssaultHelper=20
    Score_DefenderKill=20
    SequenceTag="Primary2"
    InventoryTag="Inventory2"
    RandomSelectedEvent="Rand1"
    RandomTag="P1"
    Level=LevelInfo'myLevel.LevelInfo0'
    Region=(Zone=ZoneInfo'myLevel.ZoneInfo3',iLeaf=4490,ZoneNumber=10)
    Tag="AGP_CarryObjective"
    Touching(0)=AGP_ObjectivePickup'myLevel.AGP_ObjectivePickup1'
    PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume12'
    Location=(X=2692.651123,Y=3313.837646,Z=-1489.404053)
    Rotation=(Yaw=7456)
    ColLocation=(X=2692.651123,Y=3313.837646,Z=-1489.404053)
    bSelected=True
    bIsLocal=True
End Actor
end Map

Anyone know the solution?

Offline Spanky

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Re: SF Old Town
« Reply #2 on: Thursday, January 10, 2013, 01:38:43 AM »
Editor code (2.4.1) was built before carryable objectives were added. I think Blue or Possessed made an empty actor to rig it into place but I never tested it.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline ELiZ

Re: SF Old Town
« Reply #3 on: Thursday, January 10, 2013, 01:58:27 AM »
Editor code (2.4.1) was built before carryable objectives were added. I think Blue or Possessed made an empty actor to rig it into place but I never tested it.

I replaced the AGP_Gameplay from the one in 7.2_DEV_FOLDER.7z.

After that I could the carry objectives

Offline ELiZ

Re: SF Old Town
« Reply #4 on: Thursday, January 10, 2013, 02:07:58 AM »
I tried to Carry one of the objectives to an exit. i would not let me exit, but it worked on another

Since there is no Carryobj on BC, I'm a bit lost.
Are you supposed to be able to exit at all points or just specific ones?

Offline Spanky

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Re: SF Old Town
« Reply #5 on: Thursday, January 10, 2013, 02:08:52 AM »
I have never used a Carry objective. Never played a map with one... *shrug*
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline teddy_grizzly_bear

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Re: SF Old Town
« Reply #6 on: Thursday, January 10, 2013, 03:27:34 AM »
When you're in a server, you should be able to exist from 1 exit. This exit should be shown on your radar (and the others shouldn't). This is how it was on Oldtown before at least.
<image removed due to imgur stuff - probably for the best>

"Mathematics may be defined as the subject in which we never know what we are talking about, nor whether what we are saying is true." Bertrand Russell

Offline MothaGoosE

Re: SF Old Town
« Reply #7 on: Thursday, January 10, 2013, 03:30:23 AM »
When you're in a server, you should be able to exist from 1 exit. This exit should be shown on your radar (and the others shouldn't). This is how it was on Oldtown before at least.

Playing offline, however, allows you do do all objectives. In a test map i made, I was able to have a carry objective for each team and they both worked. I could do both offline, and the one corresponding to the team I was on online. I can confirm that the carry objective fix Blue made does work.

Offline teddy_grizzly_bear

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Re: SF Old Town
« Reply #8 on: Thursday, January 10, 2013, 03:32:24 AM »
That's why I said if you're on a server.

If your offline, yes you can do all of them, in fact if there's a number of random obj, you can see them all and also do them all if you're offline.
<image removed due to imgur stuff - probably for the best>

"Mathematics may be defined as the subject in which we never know what we are talking about, nor whether what we are saying is true." Bertrand Russell

Offline MothaGoosE

Re: SF Old Town
« Reply #9 on: Thursday, January 10, 2013, 04:49:02 AM »
That's why I said if you're on a server.

If your offline, yes you can do all of them, in fact if there's a number of random obj, you can see them all and also do them all if you're offline.

Yes, exactly.

Offline -hf.R3n[A]ulT.

Re: SF Old Town
« Reply #10 on: Thursday, January 10, 2013, 06:07:36 AM »
I love this map :) ah ah

Offline Koden

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Re: SF Old Town
« Reply #11 on: Thursday, January 10, 2013, 12:58:46 PM »
Isn't the case on Extraction a carriable object?

Offline MothaGoosE

Re: SF Old Town
« Reply #12 on: Thursday, January 10, 2013, 13:16:57 PM »
Isn't the case on Extraction a carriable object?

Extraction has multiple spawns and extraction zones that are selected at random, and border has multiple possible places the carry obj can be, also selected at random.

Offline ELiZ

Re: SF Old Town
« Reply #13 on: Saturday, January 12, 2013, 08:22:40 AM »
I found the way I can make sure the Terraininfo are in the right location, and I did correct it on onld town.
On this map obj spawn is randow(of 2 locations).

When carrrying obj, there are both B and C visible, only B works playing as Alpha.

Offline teddy_grizzly_bear

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Re: SF Old Town
« Reply #14 on: Saturday, January 12, 2013, 09:49:35 AM »
Oh yeah, on Old Town, after picking up the case you had objectives "Get it to the extraction" and "Stop the enemy from getting it to their extraction" (obviously don't remember the exact wording.)
<image removed due to imgur stuff - probably for the best>

"Mathematics may be defined as the subject in which we never know what we are talking about, nor whether what we are saying is true." Bertrand Russell

 

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