Map Updates, Please Read
Map Updates, Please Read
The following is a list of map updates.
CTF Al Nas: Vehicles are placed more neatly
: Spawnpoints have been modified
: Out of bounds has been changed, you can no longer drive along the outside of the East/West buildings. The area across the coalition river is now out of bounds aswell as half their bridge.
: Stryker has been removed
DC CQ El Alamein : Fixed the coalition mains deathbubble to exclude the oppositions pickup truck carbomb, wreckage will not remain in the deathbubble for the remainder of the round now.
DC CQ Liberation of Caen: South river spawnpoint starts of neutral
: Deathbubble added to coalition main
CTF Al Nas: Vehicles are placed more neatly
: Spawnpoints have been modified
: Out of bounds has been changed, you can no longer drive along the outside of the East/West buildings. The area across the coalition river is now out of bounds aswell as half their bridge.
: Stryker has been removed
DC CQ El Alamein : Fixed the coalition mains deathbubble to exclude the oppositions pickup truck carbomb, wreckage will not remain in the deathbubble for the remainder of the round now.
DC CQ Liberation of Caen: South river spawnpoint starts of neutral
: Deathbubble added to coalition main
Last edited by BoOn on August 7th, 2011, 11:07 pm, edited 1 time in total.
- Nightstalker
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Re: Map Updates, Please Read
Like it
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Like sands through the hourglass, these are the days of our lives. This is Nightstalker and this is EA117.
Re: Map Updates, Please Read
Thank ya Boon - all very good changes and should make for better gameplay - something about it, I like having all the vehicles lined up nice n pretty
- Swanny-CG
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Re: Map Updates, Please Read
On El AL the pickup was deliberately excluded as blue only has one themselves.
When you reduce the flag zone server side doesn't the flag icon show on the client even though where they stand won't ever turn it gray (in the difference between the original radius and the modded one)?
When you reduce the flag zone server side doesn't the flag icon show on the client even though where they stand won't ever turn it gray (in the difference between the original radius and the modded one)?
Re: Map Updates, Please Read
Coalition has only the lada carbomb, whereas Opposition has both the lada and pickup carbomb, the Coalition deathbubble code included the pickup truck so when the pickup was killed by the deathbubble the wreckage would stay for the remainder of round.Swanny-CG wrote:On El AL the pickup was deliberately excluded as blue only has one themselves.
When you reduce the flag zone server side doesn't the flag icon show on the client even though where they stand won't ever turn it gray (in the difference between the original radius and the modded one)?
And correct about the flag icon, it will still show on the clientside while in the default flag area.
- Swanny-CG
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Re: Map Updates, Please Read
That happens with any vehicle the death bubble kills, yes? We either give blue the same number of car bombs or leave it the way it was.JohnnyAppleSeed wrote: Coalition has only the lada carbomb, whereas Opposition has both the lada and pickup carbomb, the Coalition deathbubble code included the pickup truck so when the pickup was killed by the deathbubble the wreckage would stay for the remainder of round.
No good. We've rejected that mod before on Tobruk (I think) since the client side GUI reflects bad information.JohnnyAppleSeed wrote: And correct about the flag icon, it will still show on the clientside while in the default flag area.
Re: Map Updates, Please Read
I didnt change how many carbombs each team had, The issue was that the technical was included in the coalition bubble code. All I was doing was cleaning up what appeared to be a honest oversight in the coding causing the opposition technical wreckage to remain. As to my knowledge coalition has only ever had 1 carbomb (lada) and opposition had 2 (lada/technical).Swanny-CG wrote:That happens with any vehicle the death bubble kills, yes? We either give blue the same number of car bombs or leave it the way it was.
Understood, I mentioned the idea to Spec and he approved to change it. Since the skyflag in Bocage Day 2 has a altered flag grab area that also reflects bad information, I assumed that wouldnt have been a issue.Swanny-CG wrote:No good. We've rejected that mod before on Tobruk (I think) since the client side GUI reflects bad information.
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Re: Map Updates, Please Read
I wasn't aware of that it would still appear on the client side to other players while in the default flag area.
This make sense now as to why leave it as is. I would find myself holding a flag for decades and wondering why it would change.
This make sense now as to why leave it as is. I would find myself holding a flag for decades and wondering why it would change.
Re: Map Updates, Please Read
Edited my OP and removed wake
- Swanny-CG
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Re: Map Updates, Please Read
Sorry, I should have been more clear - they should have the same number of carbombs that are unaffected by the bubble.JohnnyAppleSeed wrote: I didnt change how many carbombs each team had, The issue was that the technical was included in the coalition bubble code. All I was doing was cleaning up what appeared to be a honest oversight in the coding causing the opposition technical wreckage to remain. As to my knowledge coalition has only ever had 1 carbomb (lada) and opposition had 2 (lada/technical).
I wasn't aware of that - perhaps it isn't as noticeable when you're in the air vs. when infantry is crouched in the corner of a building right tat the edge of the radius. I totally agree with the idea, I hate one guy hiding in a building preventing the capture of a flag but at the same time I'm sure you understand we typically have to plan for the lowest common denominator.JohnnyAppleSeed wrote:Understood, I mentioned the idea to Spec and he approved to change it. Since the skyflag in Bocage Day 2 has a altered flag grab area that also reflects bad information, I assumed that wouldnt have been a issue.
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Re: Map Updates, Please Read
Swanny ... here is what caused the carbomb question to come up after a few successful runs with the carbomb(truck) the blue planes could not take off.
God bless the past and present men and women in uniform.
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- Swanny-CG
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Re: Map Updates, Please Read
Well just give blue another lada and that one is done.
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Re: Map Updates, Please Read
And I am no coder but I dont see how that is going to change to problem. If you are saying by giving blue another lada that will cause the wreckage to disappear than great if not .... the problem will still exist.
And just to make sure everyone is on the same page ... Lets say the carbomb(truck) is able to make it to the blue main on the first run say within the first minute ... THAT wreckage would remain there for the ENTIRE round .. and that could be the remaining 59 minutes which in turn would make it impossible for some of the blue planes to take off. That is the main issue not the amount of carbombs that red has vs blue Clear as mud
And just to make sure everyone is on the same page ... Lets say the carbomb(truck) is able to make it to the blue main on the first run say within the first minute ... THAT wreckage would remain there for the ENTIRE round .. and that could be the remaining 59 minutes which in turn would make it impossible for some of the blue planes to take off. That is the main issue not the amount of carbombs that red has vs blue Clear as mud
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- Sarge 1/68th Armor
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Re: Map Updates, Please Read
Go back and puke some more
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- Swanny-CG
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Re: Map Updates, Please Read
NS -
You're no coder.
You're no coder.
- Nightstalker
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Re: Map Updates, Please Read
LMAO .. I know.
God bless the past and present men and women in uniform.
Like sands through the hourglass, these are the days of our lives. This is Nightstalker and this is EA117.