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KieranSam Bait
Joined: 18 Aug 2009 Posts: 28 Location: British Isles
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Posted: Tue Aug 18, 2009 2:23 pm Post subject: Cresents Secret |
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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? _________________ The Lone Smuggler |
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KieranSam Bait
Joined: 18 Aug 2009 Posts: 28 Location: British Isles
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Posted: Tue Aug 18, 2009 4:16 pm Post subject: |
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- 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. _________________ The Lone Smuggler |
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KieranSam Bait
Joined: 18 Aug 2009 Posts: 28 Location: British Isles
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Posted: Tue Aug 18, 2009 8:01 pm Post subject: |
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- Update #2
First Local test & possible screenshot coming tomorrow.
This map is inspired by the forum banner. _________________ The Lone Smuggler |
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KieranSam Bait
Joined: 18 Aug 2009 Posts: 28 Location: British Isles
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Posted: Tue Aug 18, 2009 8:39 pm Post subject: |
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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] _________________ The Lone Smuggler |
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Sirhc405 Komodo Lizard
Joined: 19 Jul 2007 Posts: 231 Location: UK
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Posted: Tue Aug 18, 2009 10:24 pm Post subject: |
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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.  _________________
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KieranSam Bait
Joined: 18 Aug 2009 Posts: 28 Location: British Isles
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Posted: Wed Aug 19, 2009 8:48 am Post subject: |
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Ah..!
Sorry, wish I was as brainy as you pal. Though despite being British also, I just simply don't understand that.
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? _________________ The Lone Smuggler |
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Sirhc405 Komodo Lizard
Joined: 19 Jul 2007 Posts: 231 Location: UK
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Posted: Wed Aug 19, 2009 7:32 pm Post subject: |
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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"
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  _________________
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KieranSam Bait
Joined: 18 Aug 2009 Posts: 28 Location: British Isles
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Posted: Wed Aug 19, 2009 10:25 pm Post subject: |
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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.
 _________________ The Lone Smuggler |
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Catbox BFP Developer
Joined: 03 Apr 2006 Posts: 329
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Posted: Fri Aug 21, 2009 7:40 am Post subject: |
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exactly... thank you Sirhc405  _________________
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KieranSam Bait
Joined: 18 Aug 2009 Posts: 28 Location: British Isles
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Posted: Fri Aug 21, 2009 10:24 am Post subject: |
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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)  _________________ The Lone Smuggler |
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PiratePlunder BFP Developer
Joined: 17 Aug 2006 Posts: 813 Location: Wales, UK
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Posted: Fri Aug 21, 2009 3:50 pm Post subject: |
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Its surrounding terrain. By default its water (i think) but you can also terrain those bits too. _________________
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KieranSam Bait
Joined: 18 Aug 2009 Posts: 28 Location: British Isles
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Posted: Fri Aug 21, 2009 3:54 pm Post subject: |
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Thanks, always been wondering that. _________________ The Lone Smuggler |
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PiratePlunder BFP Developer
Joined: 17 Aug 2006 Posts: 813 Location: Wales, UK
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Posted: Fri Aug 21, 2009 9:18 pm Post subject: |
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Although keep your players away from them, they dont look so good. _________________
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KieranSam Bait
Joined: 18 Aug 2009 Posts: 28 Location: British Isles
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Posted: Wed Aug 26, 2009 10:42 am Post subject: |
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That code above, doesn't work. Thanks but sorry mate.
Can't load BFP2 Port_Royal from the list - because it isn't there to choose from. _________________ The Lone Smuggler |
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elander Post Captain
Joined: 01 May 2007 Posts: 661 Location: Sweden
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Posted: Fri Aug 28, 2009 7:35 am Post subject: |
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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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