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KieranSam
Bait


Joined: 18 Aug 2009
Posts: 28
Location: British Isles

PostPosted: Tue Aug 18, 2009 2:23 pm    Post subject: Cresents Secret Reply with quote

Greetings,

A map is on the horizon, with a new story and ideas!

Well I give up on making this sound exciting already, so I'll just get down to the map stuff.

You start off as a stranded USA marine, scrambling for your life from the sharks. Leaping, Diving, Swimming for a boat. Climbing poles of a shipwreck to get out of the water. Ahead. You see a minor Island with what looks like a rotting dock. Beyond that. A mysterious lone island that looks empty for hundreds of years. Though, you know really. That beyond it's spooky look, it's not.

As you figure out a way to get across to the headland. Gunfire suddenly strikes you down. Beyond? Dozens of skeletons guarding your only way across.

You must take them out, work as a TEAM and provide covering fire. As you cross to take there enemy flag.

Pushing the undead army back to there next base, you have meer seconds to recap on what's just happend. Before skeletons come out of the forrest attacking you with brutal and rusted swords.

Making your way through the forrest, you reach the river. You see a small village, life on the island. Above the village, is some sort of advance 17th century airport. You must make it across the Cresent River, through the village, past the lighthouse and up to the clifftop airfield in order to take all the poles.

By the way, this is a 256 map. So it's quite small in comparison to what it could be. Compact for small amounts of users, and major fights for when there's alot.

Q. What's Cresent Isle's Secret?
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KieranSam
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Joined: 18 Aug 2009
Posts: 28
Location: British Isles

PostPosted: Tue Aug 18, 2009 4:16 pm    Post subject: Reply with quote

- Update

Flag: 'Wreckers Point' & 'Magners Bay' are up.

Wreckers Bay consists of a small Rock off the Island with a shipwreck, where wreckers used to hang the lantern and flash ships in. Once the ships wrecked, they raided the ships cargo and sell it off. Of course, you'll see this when i find a good image to put up.
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KieranSam
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Joined: 18 Aug 2009
Posts: 28
Location: British Isles

PostPosted: Tue Aug 18, 2009 8:01 pm    Post subject: Reply with quote

- Update #2

First Local test & possible screenshot coming tomorrow.

This map is inspired by the forum banner.
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KieranSam
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Joined: 18 Aug 2009
Posts: 28
Location: British Isles

PostPosted: Tue Aug 18, 2009 8:39 pm    Post subject: Reply with quote

QUESTION:

When I select 'LevelEditor', the General Tab, and then 'Level Settings'.

To select MEC and UNSC for Team's 1 and 2. I have no options to choose from - this goes for most the options on that menu. Any ideas? Thanks.[/u]
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Sirhc405
Komodo Lizard


Joined: 19 Jul 2007
Posts: 231
Location: UK

PostPosted: Tue Aug 18, 2009 10:24 pm    Post subject: Reply with quote

I don't usually teams with the editor, I usually just do it via the maps init file if that helps. Take a look at the other maps inits and then just replace the pirate stuff with the USMC stuff. Smile
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KieranSam
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Joined: 18 Aug 2009
Posts: 28
Location: British Isles

PostPosted: Wed Aug 19, 2009 8:48 am    Post subject: Reply with quote

Ah..!

Sorry, wish I was as brainy as you pal. Though despite being British also, I just simply don't understand that. Razz

I'm rolling on with the map today. However, some of the land is close to the edge of the map, and you can see where the water ends. Is there something I can do about that instead of rebuilding somewhere further away?

Perhaps barriers to make sure people dont cross a certain line in the game?
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Sirhc405
Komodo Lizard


Joined: 19 Jul 2007
Posts: 231
Location: UK

PostPosted: Wed Aug 19, 2009 7:32 pm    Post subject: Reply with quote

Ok, open up your level folder in your BFP2 mod folder which is in your Battlefield 2 directory. Inside your level folder, open up your "Init.con" Smile

Scroll down to where you see:

Code:

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "UD"
gameLogic.setTeamName 2 "PL"

gameLogic.setTeamLanguage 1 "Undead"
gameLogic.setTeamLanguage 2 "Pegleg"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_Undead"
gameLogic.setTeamFlag 2 "flag_JollyRoger"

gameLogic.setKit 1 0 "ud_Sharpshooter" "ud_surg"
gameLogic.setKit 2 0 "pl_Sharpshooter" "pl_surg"

gameLogic.setKit 1 1 "ud_Raider" "ud_shrp"
gameLogic.setKit 2 1 "pl_Raider" "pl_shrp"

gameLogic.setKit 1 2 "ud_Gunner" "ud_gunr"
gameLogic.setKit 2 2 "pl_Gunner" "pl_gunrpeg"

gameLogic.setKit 1 3 "ud_HeavyGunner" "ud_surg"
gameLogic.setKit 2 3 "pl_HeavyGunner" "pl_surg"

gameLogic.setKit 1 4 "ud_Carpenter" "ud_shrp"
gameLogic.setKit 2 4 "pl_Carpenter" "pl_carppeg"

gameLogic.setKit 1 5 "ud_Surgeon" "ud_surgrpeg"
gameLogic.setKit 2 5 "pl_Surgeon" "pl_surg"

gameLogic.setKit 1 6 "" ""
gameLogic.setKit 2 6 "" ""


And becuase you want Us vs Undead, you have to replace the pirates. So it would be this:

Code:

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "UD"
gameLogic.setTeamName 2 "US"

gameLogic.setTeamLanguage 1 "Undead"
gameLogic.setTeamLanguage 2 "English"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_Undead"
gameLogic.setTeamFlag 2 "flag_us"

gameLogic.setKit 1 0 "ud_Sharpshooter" "ud_surg"
gameLogic.setKit 2 0 "US_Specops" "us_light_soldier"

gameLogic.setKit 1 1 "ud_Raider" "ud_shrp"
gameLogic.setKit 2 1 "US_Sniper" "us_light_soldier"

gameLogic.setKit 1 2 "ud_Gunner" "ud_gunr"
gameLogic.setKit 2 2 "US_Assault" "US_heavy_soldier"

gameLogic.setKit 1 3 "ud_HeavyGunner" "ud_surg"
gameLogic.setKit 2 3 "US_Support" "US_heavy_soldier"

gameLogic.setKit 1 4 "ud_Carpenter" "ud_shrp"
gameLogic.setKit 2 4 "US_Engineer" "us_light_soldier"

gameLogic.setKit 1 5 "ud_Surgeon" "ud_surgrpeg"
gameLogic.setKit 2 5 "US_Medic" "us_light_soldier"

gameLogic.setKit 1 6 "" ""
gameLogic.setKit 2 6 "" ""


Now that should work... but make a backup of your init.con file first. Good Luck Smile
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KieranSam
Bait


Joined: 18 Aug 2009
Posts: 28
Location: British Isles

PostPosted: Wed Aug 19, 2009 10:25 pm    Post subject: Reply with quote

Thank you pal, i'll check this out tomorrow morning. It seem's like it's gonna work. Looking forward to it! I'll let you know. Time to head to bed, watch some Hornblower - and drink some Olde English Cider.

Very Happy
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Catbox
BFP Developer


Joined: 03 Apr 2006
Posts: 329

PostPosted: Fri Aug 21, 2009 7:40 am    Post subject: Reply with quote

exactly... thank you Sirhc405 Buddies
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KieranSam
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Joined: 18 Aug 2009
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PostPosted: Fri Aug 21, 2009 10:24 am    Post subject: Reply with quote

Another quickie.. :-

The edge of the map, where the grid / water / lines run out. If you accidently build to close to the lines, in the game. Does beyond these boundaries exsist as green or nothing. Or does it continue as water? (Please say it continues on as water) Smile
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PiratePlunder
BFP Developer


Joined: 17 Aug 2006
Posts: 813
Location: Wales, UK

PostPosted: Fri Aug 21, 2009 3:50 pm    Post subject: Reply with quote

Its surrounding terrain. By default its water (i think) but you can also terrain those bits too.
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KieranSam
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PostPosted: Fri Aug 21, 2009 3:54 pm    Post subject: Reply with quote

Thanks, always been wondering that.
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PiratePlunder
BFP Developer


Joined: 17 Aug 2006
Posts: 813
Location: Wales, UK

PostPosted: Fri Aug 21, 2009 9:18 pm    Post subject: Reply with quote

Although keep your players away from them, they dont look so good.
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KieranSam
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PostPosted: Wed Aug 26, 2009 10:42 am    Post subject: Reply with quote

That code above, doesn't work. Thanks but sorry mate. Smile

Can't load BFP2 Port_Royal from the list - because it isn't there to choose from.
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elander
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Joined: 01 May 2007
Posts: 661
Location: Sweden

PostPosted: Fri Aug 28, 2009 7:35 am    Post subject: Reply with quote

in your map folder/info/ yourmap_map.con file open it, and paste this:

Code:
<map>   
   <name> BFP2_Port_Royal </name>   
   <briefing locid="Wright your story here">map description for modders maps not localized (english only)</briefing>   
   <music> common/sound/menu/music/MAP_BFP1.ogg </music>
   <modes>
      <mode type="gpm_cq">
         <maptype players="16" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype>
         <maptype ai="1" players="32" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype>
         <maptype players="64" type="headon" locid="GAMEMODE_DESCRIPTION_headon">Unlocalized test for this mode on this map</maptype>
      </mode>
      <mode type="sp2">
      </mode>
   </modes>
</map>

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