Mod Requests

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CJ (Crash)
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Re: Mod Requests

Post by CJ (Crash) » Wed Feb 07, 2018 8:09 am

"Hangars on af maps too."

Are you saying you want hangars to be put in Air Fighter maps, or that there are glitches on existing hangars on certain maps?

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Re: Mod Requests

Post by HairyRussianDude » Thu Feb 08, 2018 8:36 am

Hangars can be breached on 1942 maps. I don't want to openly discuss here how to do these things though.
Youtube surely has some videos if you're curious, or we can jump on an empty server one night and I can show you.

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Re: Mod Requests

Post by CJ (Crash) » Fri Feb 09, 2018 9:16 am

Ive been playing this game for three years and Im just learning about all this stuff now lol.

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ryeontherocks
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Re: Mod Requests

Post by ryeontherocks » Fri Feb 09, 2018 7:13 pm

you make a good point to edit out or barb wire known glitches to make them mute points ...as opposed to banning to using them..but they also tell everyone where they are....so its a double edged sword....sigh
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Re: Mod Requests

Post by HairyRussianDude » Fri Feb 09, 2018 9:18 pm

Ah young rye,
One must first know of the glitch BEFORE they can use it to discover said barbed wire.
And without barbed wire: *player accidentally/intentionally glitches* "HEY LOOK WHAT I FOUND!" *others come explore**admin required to get them out*
With barbed wire: *player accidentally/intentionally glitches* "HEY LOOK WHAT I FOU...." *respawn**rye not required, can continue dancing in dress for camel*

Not to toot my own horn but I think its a damn great idea. Don't even need to worry about anybody downloading stuff to make it visible.

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Re: Mod Requests

Post by CJ (Crash) » Tue Feb 13, 2018 12:45 am

The barbed wire can be put anywhere, so I suppose a good thing to do is hide it inside the glitched building, so that only the glitchers will experience it (and die quickly). That way, to the casual player/observer, the map seems unchanged, assuming the map editor is smart enough not to have bits of the barbed wire visible. Another point HRD, is that I can create any square to be "outside the map". In other words the glitcher will start dying just like you or I would if we leave the outskirts of the map.

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Re: Mod Requests

Post by CJ (Crash) » Tue Feb 13, 2018 12:53 am

On 2nd thought,
The maps are like chess boards made of tiles. Each tile has a value like "grass", or "mud", surrounded by tiles marked "outside the map". Those are the ones that kill you automatically, so that 2nd method would only work in specific circumstances with regard to stopping glitches mid map; For example where the "outside the map" tile is smaller than the building or Closed buildings grouped together; the houses in Berlin are too skinny. If you set a middle tile as "outside the map" to stop a glitcher, innocent people would die just by standing or walking by that building since the kill zone is bigger than the building. In practice you'd more likely use that second methion on a building that's already on the outskirts of the map.

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Re: Mod Requests

Post by tonawandares » Wed Feb 28, 2018 1:10 pm

HairyRussianDude wrote:Yeah Berlin has a few. Like I said, this isn't a problem anymore but it couldn't hurt to barb wire it up. Hangars on af maps too.
I only know of two spots at the hangars that can be breached.
The barbed wire inside the hangars, at those locations, takes care of the issue.

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Re: Mod Requests

Post by fromage » Tue Mar 06, 2018 11:15 pm

tonawandares wrote:
HairyRussianDude wrote:Yeah Berlin has a few. Like I said, this isn't a problem anymore but it couldn't hurt to barb wire it up. Hangars on af maps too.
I only know of two spots at the hangars that can be breached.
The barbed wire inside the hangars, at those locations, takes care of the issue.
Did Tona just say hangers? This is very tittilating.

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Re: Mod Requests

Post by ryeontherocks » Wed Mar 07, 2018 7:38 am

but not on berlin lol
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Re: Mod Requests

Post by tonawandares » Thu Mar 08, 2018 12:03 am

ryeontherocks wrote:but not on berlin lol
Barbed wire is a static object. In a server-side mod the Client would not see it.
This would apply to any map. You write script for the staticobjects.con file
Of course, you have to know where they exist.
It doesn't resolve the actual mesh issue but definitely deters an exploiter.

Tell me, is it Patches again?

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Re: Mod Requests

Post by ryeontherocks » Thu Mar 08, 2018 6:27 am

Oh i know tona i think cheese wants a hanger on Berlin and that what i was referencing.
Patches is always causing trouble i cant keep up ;)
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Re: Mod Requests

Post by tonawandares » Thu Mar 08, 2018 3:50 pm

ryeontherocks wrote:Oh i know tona i think cheese wants a hanger on Berlin and that what i was referencing.
Patches is always causing trouble i cant keep up ;)
Cheese just wants me to flash me saggy teetz

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Re: Mod Requests

Post by pistol » Fri Mar 09, 2018 9:06 am

SPAWN TRUCKS ON EVERY MAP

Seriously - this could totally change gameplay on Berlin, LV, etc. Not sure how easy that is to do though from a technical standpoint (I have no idea).

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Re: Mod Requests

Post by ryeontherocks » Fri Mar 09, 2018 11:00 am

i love the idea of spawn trucks on berlin....some maps there is no where to hide them on certain sides which makes the whole idea useless....but this is always trial and error if you love or hate something let us know!! btw i will ask tona if we can test it and see how well it works hopefully its good;-)
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Re: Mod Requests

Post by CJ (Crash) » Fri Mar 16, 2018 5:35 am

Yeah I like playing berlin ctf on 1942 servers where the APC and Hanomag are spawn vehicles. I cant remember which server that is.

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Re: Mod Requests

Post by ryeontherocks » Sat Mar 17, 2018 3:39 pm

In case some have not noticed Stalingrad has been changed considerably and has been brought to what i think as a good ctf map...so let us know what you think but please give it a try first ...remember al nas wasnt played for a long time till we rediscovered it a few years ago....

tona is working hard behind the scenes and ideas are appreciated ideally for other maps that arent being used so we can expand our current cycle of well used maps to a decent level...ps dont be knocking on car bombs its kinda a novelty and alot of us really like that aspect...i like well balanced maps that dont have a one sided or lopsided game play...the focus has been on ctf for now but it will hopefully expand to include more..be patient plz.

stay tuned
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Re: Mod Requests

Post by HairyRussianDude » Sat Mar 17, 2018 10:09 pm

rye I mean this in the friendliest manner possible...

I have no use for carbombs.
I find it funny that LV traded helis for carbombs.
I'm going to continue to ridicule you for wanting to replace everything with carbombs.
In fact, instead of flagpoles in CTF, you should put the flags in the trunks of carbombs.

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Re: Mod Requests

Post by ryeontherocks » Sun Mar 18, 2018 7:49 am

wow finally you have a great idea hairy..lol...look the car bombs are intended to be a swap yes...helos are good in that map but until tona or someone can put a ceiling to prevent this stupid dance of flags in the outer stratosphere that drives everyone crazy...this is the best solution...besides car bombs are made of tin foil and just add a little extra to keep everyone on there toes and not a game changer like a helo or a tank is..
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Re: Mod Requests

Post by HairyRussianDude » Mon Mar 19, 2018 9:50 pm

rye and tona,

I approve of Carbombgrad. Suggestions:
- Add an EE9 to E7. This will promote usage of that portion of the map and give us something extra to play with. EE9 is a slow shooter but still a tank. Give it a respawn time of a few minutes if it is destroyed to discourage reckless use.
- If you want this to be the next Nas, you need to utilize more of the map. Add 50 cal snipers to promote usage of the buildings.
- Pull back the out of bounds just a weeeeee bit. I always hated how being near the chain link fence at red main is out of bounds.

rye, go back and read our posts here. Lots of these are easy fixes. We talked about adding cappable flags in CTF. I think this is important as a distraction. Take Bulge for example as I suggested previously...
Only the mains to spawn in. So now matter how well you chuck norris your way into the main, everyone spawns back on top of you. Adding flags at (for example) the bridges gets people out of the main and gives an advantage to whoever holds them. Allied holding the bridge flag near the axis main gets them to the main quicker and gives them a place to spawn to try and stop thieves. Nas is set up this way and thats one reason its a great map. All CTF maps need extra flags to cap in strategic locations.

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Re: Mod Requests

Post by pistol » Tue Mar 20, 2018 9:06 am

HairyRussianDude wrote:rye and tona,

I approve of Carbombgrad. Suggestions:
- Add an EE9 to E7. This will promote usage of that portion of the map and give us something extra to play with. EE9 is a slow shooter but still a tank. Give it a respawn time of a few minutes if it is destroyed to discourage reckless use.
- If you want this to be the next Nas, you need to utilize more of the map. Add 50 cal snipers to promote usage of the buildings.
I like these two. EE9s are easy prey for RPGs and wont get bogged down in the terrain. And yeah I noticed everyone ignored the bottom of the map.

As always, my only other suggestion is SPAWN TRUCKS! SPAWN TRUCKS FOR EVERYONE!

good work guys.

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Re: Mod Requests

Post by tonawandares » Tue Mar 20, 2018 3:23 pm

All,

I'm glad we're doing some talking about map modding. I encourage everyone to put forth their ideas and suggestions. There will be a record of it here for me to use.

A little background...After discussing much-needed changes, rye approached me about doing some modding. I did some modding years ago. I was never extraordinarily talented at it but I managed to eventually get what I wanted.
I still have a few years to work so I'm doing my best with what time I have to devote to it to get some maps done quickly for the benefit of the server. I'm re-learning this stuff I haven't touched in over 10 years. there aren't as many live resources available as there were back then either.
I'm also a grandfather of 4 from 1 year old to 18. Time is precious.

My focus is a balanced map that offers both teams the same advantages. It is also my focus to build fun into the map. I keep the firefight and the overall battle in mind.
Another thing is that I want to avoid a gimmicky map. I won't be adding turbo jeeps to El Alamein BUT, I will apply the glass bottom fix to small land vehicles. This will essentially speed up the game all on its own.
The car bomb is about as far as I will go and only because rye can really whine.

Obviously, I won't please everyone. I'm not even going to try. But in order to shake things up, I want to get several maps done first. Then you all can make suggestions along the way and I will return to the map and make changes that seem interesting or really wanted. So please be patient and try to enjoy the new looks.

I've chosen two maps, Stalingrad CTF and El Alamein CTF (which are not played much and definitely not Fan favorites) to attempt to bring back to life. I just released El Alamein CTF last night and Trench has it in the rotation now.
This was one of the worst balanced maps in our rotation.
Well, not anymore! Check it out and give it some time. The dynamic of that map, that battle will change and it will be noticeable. Post your likes and dislikes.
I would like to visit each map every month or so to freshen up with viable changes.

I have two maps in the hopper that will be challenging for me and will need some time, but I think they will be great in the end.
I hope that I can eventually work on the entire map list.

A couple of things about server-side modding...what little I know, is that just about all things can be modded but not all of those things will work on the client side (yours) of the game. Also a little diddy about vehicles; I can pull old vehicles up but I can't take new vehicles back in time. Most of our maps are DC modded to DCF.
Many objects, like a health cabinet for example, are "static objects." You can move them but you won't see them. Moving CTF flags also have an adverse visual effect as the flagpole will not come with it. you may see a flag in the air with no pole. The original position of the flagpole will disappear but you could still run into it and take damage.

I will keep spawn trucks in mind.
I will also consider spawn points down the road (I have to relearn that and one map is going to bring it back to me)
I will think more on capturable flags in CTF maps and the dynamic the add.
Just please be patient.
So, if you post an idea please try to keep it in a format similar to this:

Map:
Description of modded concept:
Game type (conquest, ctf...) :
Red improvements:
Blue improvements:
Global improvements:
Special vehicles, weapons:
In:
Out:

Thanks all,
tona

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Re: Mod Requests

Post by ryeontherocks » Tue Mar 20, 2018 5:14 pm

hairy suggested el al have 150 car bombs..hhhmmmm.. I like the work your doing bud stalingrad is alot of fun
I very much appreciate your time and effort tona...ps this is the only time i will be nice to you so enjoy :7:
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Re: Mod Requests

Post by HairyRussianDude » Tue Mar 20, 2018 8:27 pm

See rye you were drunk! -Easting- could fit 150 car bombs.

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Re: Mod Requests

Post by Mali Mrav » Tue Mar 20, 2018 9:31 pm

so this is my suggestion for Stalingrad CTF
this would be fair for both teams to retrive stolen flag
i saw on one server that one team can cap only one spawn point so the other team woudnt be raped
say what u think
but stalingrad without middle flag or any flag is just boring
in this teams woudnt be fighting for just spawn flags
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