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Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Sun Aug 23, 2009 5:57 pm
by Labj
Dom380 wrote:
Nihillo wrote:
Dom380 wrote:hope its abit easier then the last one
I don't.:P

The Vace Thermill Missions are supposed to be a challenge, there is a felling of accomplishment you get when you beat Mav's maps and I wouldn't prefer it any other way.
I like a challenge but not like the end part when you fly away I could never do that...
Its easier with a joystick...

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Sun Aug 23, 2009 7:02 pm
by mswf
1st person is a great help as well. I tried it 2 times with 3rd person, both times I crashed at the beginning. Then I put 1st person on, and I flew through that part with normal speed.

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 5:07 am
by Maveritchell
So since I have only shown a grand total of one screenshot from Bakura and given no information, I suppose I could share a little more. Here is a short video demonstrating one aspect of the map (please ignore the map setup right now; all you can see are a couple scattered props, you won't be able to see most of what I've done prop-wise).

I don't think that requires a lot of clarification. It should be pretty fun to play with!

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 5:17 am
by Par3210
Holy Moly! Awesome! Sweet work Mav! :eek:

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 5:18 am
by mswf
I hope you forgive me but; WOW
How did you do that? I'm guessing you somehow used some stuff from CTF to let units wear backpacks and used a lot of scripting to lock/unlock a weapon when walking through the same dropped weapon.
(You probably won't share the full story until after you release this, but anyway) It's very nicely done!
I've got one small suggestion, is it possible to make dropped weapons spin around? Instead of iddling several inches of the ground, it could look better. (or not, only if it's easy to try out, I don“t know the actual properties of the dropped weapons.)

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 7:35 am
by Frisbeetarian
mswf wrote:I've got one small suggestion, is it possible to make dropped weapons spin around?
I doubt it; I don't think that the class Item or it's subclasses support animation.

Speaking of which, in my opinion, it would look better if the dropped weapon were just laying on their side. That way, it would look more like when an AI drops the weapon after they die in the regular game.

I can see scripting and user side problems if you have more than two weapons. Does that mean that you will only have two (a pistol and an extra)?

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 8:09 am
by MandeRek
I always wondered if this would be possible for BF2! You've done a great job Mav', I don't know if the backpack is intented to be, or a required 'downside' of the scripting, but it makes it really realistic (since you can't normally carry loads of weapons)

Great job :thumbs:

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 8:18 am
by kinetosimpetus
:shock: Nice work! I always wanted that for bf2. Will there be a tut on it when you're finished with Bakura?

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 9:01 am
by kooster
OMG thats amazing!
So do you have to press anything to pick up a dropped weapon or is it when you go near it?
Anyways, that is amazing! You always have awesome new features that makes the game
so much better than it could ever be!
Superb job!!! I cant wait for the new Bakura!

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 9:08 am
by DarthD.U.C.K.
wow just wow

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 9:13 am
by The_Emperor
Very nice, as usual :wink: Ground-breaking yet again. I really like the back-pack too, it just makes more sense that way.
Hidden/Spoiler:
A quick note before you guys get overly exited over the possibilities for other maps though, this only works well on singleplayer, with a unique one player soldierclass (ONE human Vace Thermill and no Vace Thermill bots).

Problem is, if you're, say, an Ewok, and someone else who's also an Ewok picks up a rocket-launcher, you and all other Ewoks out there'll get a rocket-launcher too and vice versa.

Unless someone found a workaround... If that's even possible.

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 9:16 am
by General_Nate
Holy Mac and cheese!!! :eek: That is probably the coolest thing I've seen for BFII.
I hope you release a tut.

EDIT:
Hidden/Spoiler:
[quote]A quick note before you guys get overly exited over the possibilities for other maps though, this only works well on singleplayer, with a unique one player soldierclass (ONE human Vace Thermill and no Vace Thermill bots).

Problem is, if you're, say, an Ewok, and someone else who's also an Ewok picks up a rocket-launcher, you and all other Ewoks out there'll get a rocket-launcher too and vice versa.

Unless someone found a workaround... If that's even possible.[/quote]
Hm, that makes sense. It's still pretty awesome though!

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 9:50 am
by CCO!
Say Mav, will this map include a run-in with
Hidden/Spoiler:
Lumiya?
Because that person DID infltrate rogue squad.

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 10:07 am
by Eggman
Hmph, and they always said it couldn't be done. :P

Nice work, it's great to see it function so seamlessly.

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 10:12 am
by Frisbeetarian
MandeRek wrote:or a required 'downside' of the scripting
It's not scripting per se. Flags are handled through ODFs. You can assign an invisible mesh for the carried mesh, so I'd assume that they are intentional.
The_Emperor wrote:
Hidden/Spoiler:
A quick note before you guys get overly exited over the possibilities for other maps though, this only works well on singleplayer, with a unique one player soldierclass (ONE human Vace Thermill and no Vace Thermill bots).

Problem is, if you're, say, an Ewok, and someone else who's also an Ewok picks up a rocket-launcher, you and all other Ewoks out there'll get a rocket-launcher too and vice versa.

Unless someone found a workaround... If that's even possible.
There's also the fact that you have to be killed off to get the new weapon. It would be cool if someone decided to combine this with Zerted's multi-team script to make a Halo-like FFA.

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 10:55 am
by Hebes24
Yet another amazing new concept that adds a whole new dimension of gameplay. Mav', you are one amazing modder.

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 11:44 am
by Null_1138
Teh awesomeness, it blinds me!
:eek:

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 11:54 am
by Hawk
WOW.
Realy good news, mav. :thumbs: :clone:

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 12:26 pm
by Broken_box
Just.....impossibly possible.

Re: Rebel Ops: The Vace Thermill Missions (Bakura starts pg. 13)

Posted: Wed Aug 26, 2009 1:15 pm
by H_BOMB
Ooh this looks pretty cool! Another new gameplay feature. At first I was kinda scared because in the first screenshot it was just those metal bridges and stuff and I though "oh no, more scaffolding!" But then I saw this and I'm reassured.

Those mountains look pretty legit too. :wink: