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mondkalb

CDLC Developer
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Everything posted by mondkalb

  1. mondkalb

    Celle 2

    Until he sorts most of his configs and follows basic conventions, I will not use any of his objects. Because they will not work when placed in an island. The map will work just fine in a scenario 30 years back. What makes you think it wouldn't?
  2. Are you using the LAND_ tag for your proxy objects?
  3. mondkalb

    Celle 2

    Couldn't be truer, because the "Hells Highway" map is actually A7 as well and that terrain is situated just a few kilometers south of Celle. In the second mission of Wargame: EE you can see that one of the villages is labeled "Burgdorf". Just look it up. :)
  4. mondkalb

    Celle

    Click to get the bigger version: All naturally highly work-in-progess. Especially the SatMap is very unfinished.
  5. You can either modify the Warfare scripts to execute a given script during the construction period, or add an init Eventhandler to the static object you intend to use as "MHQ Unfolded" model. Once this is placed, it's init EH will fire and spawn the rest of it. It's config would have to have this: class EventHandlers : EventHandlers { init = "_this execVM 'Path\To\Script\Folder\Vote\Quimby\setYourCompositionUpScript.sqf';"; };
  6. Best way to do this would be to create your "composition" as object using proxies. This is how I made my WOO buildings. All you need is basic knowledge with O2. One problem though: not all objects in Misc/Buildings/Structures are set up and configured to be used as proxies and may cause a flood of errors in the .rpt. Plan B would be to have generic models as objects with an init-eventhandler that spawns and attaches a composition when the initial object placed.
  7. Creating_a_Heightmap with L3DT and saving for V3
  8. Having multiple clients is always helpful to find faulty locality. A script that runs global may appear to be running local with only a single client, as it will get executed globally just once. But when there are more around, it is being run for every client. Scripts using createVehicle are especially vulnerable to this phenomenon. So only multiple clients allow for proper and thorough testing.
  9. mondkalb

    sidewalk memory lod

    You mean your wall is not indicated on the 2D map? This has to do with your wall not having any named properties. Open up your Geometry lod, make sure O2 shows the window "Named Properties" and then right-click in it. Then add: You can also use other map and class properties, but this will influence the behavior of the model. Class = house is mandatory if you want to use ruins. I'd have to do some research to find out what class = fence does. Also: Please make use of the proper naming convention using your tag and, especially when creating objects to be used in a terrain, follow the LAND_ naming convention for the least problems with proxies and configs. Building Land Classes
  10. That is exactly how I felt. I played the demo of RUSE and I was really not convinced by the gameplay. World in Conflict single player of course goes without saying that it is excellent. And Wargame? I just love it. In fact their terrains are such a stunningly good representation of German terrain, that they are to blame for my ambition to remake Celle. :o Except for the heightmaps of their maps: there are no rolling hills, just either water, flat area or plateau. But the layout of the fields and forests are superb, many possibilities of approaching an objective. Heck, I even sacrificed my lunch break to get a taste of the first single player mission... And the first thing I learned: Do not play this game when in rush. It's no fun then if you can't spend time looking at the towns and units.
  11. From what I've heard they're going to reset everything for the release (Tomorrow?!). But I'll take this as a chance to focus my unit deck on rocket launching vehicles, Tank destroyers and AA infantry when it's starting again. Setting up ambushes in surrounding areas and sending out ninja SF Forces to disturb enemy supply routes/command vehicles has proven to be the most successful tactic for me to counter the enemy tank avalanches of BMPs and T-62s.
  12. mondkalb

    Celle

    Being unmotivated by the massive amount of towns to build and in agreement with this: I hath built forth thus: Because I couldn't get the Mapfact 3DE to work. :rolleyes: Building that little Farmstead took me 2-3min. The green stuff is visual aid for me, as these areas will turn into forest.
  13. It's most likely a config issue. If we could take a look at the config, we might be able to help you better. My first hunch however is, that you're missing the entry in class CfgWorldList { class yourTerrain { }; };
  14. mondkalb

    Celle

    Since the WIP was spammed to death or so it seems, this thread is the next best one for the following: I finally got around and launched a remake of Celle from scratch. The size of Celle2 will be slightly increased to 144km², while also incorporating more key land features, most notably the Autobahn 7. Here a view from the terrain editor, currently I'm lining out all of the forresty areas according to topograhic map data. (Click to enlarge)
  15. Great effort! For this to be be used on maps, please make sure read up on how to configure the buildings correctly on this biki page. Especially the correct use of the "LAND_" prefix will make island makers using your addon very happy.
  16. I totally differ. I'm blown away by this game! In my opinion a proper strategy game that finishes what World in Conflict didn't: Full scale cold war. Just without annoying nukes. Combining units really is necessary, so, as you said, if someone spammed artillery, just haunt them with your Attack helicopter and he'll see that having only artillery is hardly the solution. I ran into artillery-spammers today, too, and that's how I got rid of them. And if you encounter communist tank spam, just set up proper flanking units and your APCs are able to ambush them successfully. Yet again just what I did today, without any regrets. I didn't notice any severe bugs, but then again I'm a BI developer, which pretty much makes my judgement on that subject invalid, but all felt okay. Over all a very great game so far, but I'm only 4h into it. If I were asked what to compare this game, id descibe this as a World in conflict that was scaled up dramatically and cross-bred with World of Tanks.
  17. mondkalb

    addAction

    Yes, it would also work for the Field Technician. The config test used in my example does not check for >> 'displayName' but for >> 'engineer', which is the config value enabling the "Repair Vehicle" function. class BAF_Soldier_EN_MTP: BAF_Soldier_base_EP1 { scope = 2; accuracy = 3.9; model = "\ca\characters_d_BAF\BAF_Soldier_Engineer_BAF"; [color="#FF0000"]displayName = "$STR_BAF_CFGVEHICLES_BAF_SOLDIER_EN_MTP0";[/color] picture = "\ca\characters_d_baf\Data\i_eng_ca.paa"; threat[] = {1,0.5,0.1}; canDeactivateMines = 1; canCarryBackPack = 0; [color="#FF0000"]engineer = 1;[/color] ... Regarding typeOf: If you were to place the BAF engineer (Config above), each of the following would return true: player typeOf "BAF_Soldier_EN_MTP"; player typeOf "BAF_Soldier_base_EP1"; player typeOf "SoldierWB"; player typeOf "CAManBase"; player typeOf "Man";
  18. mondkalb

    addAction

    Why would you want to solve this with very expensive loops and scripts, when the addAction parameter works just fine. :confused: Phelam seemed to had some problems with it, so I just took the condition I posted earlier and pasted it into the condition parameter from the addAction example from the wiki. It worked without any problem. this addAction ["View radar", "mission\radar\viewRadar.sqf", ["forwardRadar", 8], 1, false, true, "teamSwitchPrev", "getNumber (configFile >> 'cfgVehicles' >> typeOf _target >> 'engineer') == 1 && cursorTarget isKindOf 'car' && (_target distance cursorTarget) < 20 && damage cursorTarget >= 0.2"]; The only change I did make to the condition is swapping around the >= If you want that this action menu entry is only visible to the owner of it, add this to the condition: && driver _this == _target
  19. mondkalb

    addAction

    Best would be to use the addAction's condition parameter. Use this in it's condition: getNumber (configFile >> 'cfgVehicles' >> typeOf _target >> 'engineer') == 1 && cursorTarget isKindOf 'car' && (_target distance cursorTarget) < 20 && damage cursorTarget <= 0.2
  20. mondkalb

    SOPA - Internet as we know it about to be gone?

    Wag the Dog (1997) comes to my mind.
  21. mondkalb

    Aliens and UFOs

    I guess they'd do the same we would do if we were to find life on Mars: Take a few specimens and bottle them up.
  22. Agreed. Same goes with forcing your terrain into being the default loading terrain. FDF Podagorsk did this for example. Starting up the game took considerately longer because the FDF people made their terrain load up by default. Which is why having Utes or desert_e as the default terrain is a good idea: It loads the game up fast.
  23. mondkalb

    We stopped SOPA, but ACTA is much worse

    Does he work for The Sun?
  24. mondkalb

    Greek island protests inclusion in video game

    Actually for quite some time already. It's just that some of us prefer to stay "unmarked" so they can continue raging and trolling the forums. Ontopic: There are many great aspects about having real-life terrains available in-game, the biggest being that the overall feel is 100% natural - that is if done properly. Roads, villages and forests won't look out of place. Infrastructure won't look misplaced. (Railways or Airports for example) Bridges over natural valleys fitting in seamlessly into a region without any "I want a bridge, let's create a valley here so I can have a bridge" feeling to it. Mountainous regions realistically separating regional floras and faunas. Or to put it simple: Imitating/Copying the reality is in my opinion the best way of simulating it. Sadly for most of the time, especially for community made terrains, elevation data is not easily available in the desired resolutions (Mostly because of $$$), so big areas of 100km x 100km are shrinking down into 10km x 10 km terrains in order to maintain enough distinguished terrain features, which in return will look odd as the proportions of a majestic canyon in reality becomes but a mere valley. Villages that laid 6km apart are now just 600m apart. Airports that were 100km apart are suddenly 10km apart which really defeats the purpose of having them there in the first place. On the plus side, if someone decides to make a terrain resembling his home region, he can faithfully recreate what he has known and is used to since early childhood. And this results in massive attention to detail - that is when the available models allow it in any way. And it will be so much fun for the author, which most people keep forgetting, is why someone keeps continuing to make terrains. Damn... this nearly makes me want to do a remake of the Celle terrain. :butbut:
  25. I'm completely lost when viewing the list of threads in a selected forum. My overview is completely gone because everything feels much much more cluttered up. Uncool. :/
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