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Chaos_Marine

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About Chaos_Marine

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  1. Just a quick question is a quicker way of making terrain without having to manually create the level, as what I would like to do is make a 2x1000km map with a top down image I have.
  2. Chaos_Marine

    Odd Ticket Bleed

    Right here's the situation. I am currently trying to fix my ticket bleed for a map. the mapsizes are: 16 player no vehicle mode 32 player no vehicle mode 32 supply lines 64 supply lines 16 player nv has 4 flags; 2 grey flags & 1 for each team. team area value for each flags is 34. When team 1 or two holds 3 flags the ticket bleed kicks in. However the situation is on 3 other game modes. for instance on 32 nv, team 2 has 1 uncap with team 1 holding 6 flags at start, team area value for each flag is 17. When the round start team 2 starts to bleed tickets and only by capping a flag at the start will stop the ticket bleed for the attacking side. Also a noteworthy instance is wehn the attacking side holds 5 of the flags the defending team doesn't suffer any ticket bleed/loss. I have read that having head on or assault makes no difference to the ticket bleed as I have tried to changing it from one to the other. In the init.con file the tickets are set accordingly. I did have team 2 set as 6 but that had a faster ticket bleed at start. gameLogic.setDefaultNumberOfTicketsEx 16 1 100 gameLogic.setDefaultNumberOfTicketsEx 16 2 100 gameLogic.setDefaultNumberOfTicketsEx 32 1 200 gameLogic.setDefaultNumberOfTicketsEx 32 2 220 gameLogic.setDefaultNumberOfTicketsEx 64 1 150 gameLogic.setDefaultNumberOfTicketsEx 64 2 165 gameLogic.setDefaultNumberOfTicketsEx 128 1 50 gameLogic.setDefaultNumberOfTicketsEx 128 2 50 gameLogic.setDefaultTimeToNextAIWave 8 gameLogic.setTicketLossAtEndPerMin 1000 gameLogic.setTicketLossPerMin 1 12 gameLogic.setTicketLossPerMin 2 4 Any ideas would be useful. ps I haven't tried using phyton as i wouldn't know where to start. Just checked with stock maps, works exactly the same. On assault no ticket bleed for defending team until they lose all flags. With head on they lose tickets when one team holds all/most of the flags.
  3. Chaos_Marine

    Bf2142 Tatooine Mosespa

    In helping to promote the first strike mod to the battlefield community, i was given permission to port over this fantastic map from first strike to battlefield 2142. Game modes includes: Assault lines No vehicle mode To view the ingame footage see: Try the first strike mod by visiting: http://www.fsmod.com/ and to download the map: http://www.megaupload.com/?d=22IGGEVY http://www.filefront.com/14607939/battlefi...oine-mos-espa/#
  4. Chaos_Marine

    Createnavmesh Critical Error

    copied suez canal ai folder, then tried clive's version both versions don't make any difference after I create navmesh at it gets stuck on that same gts-073 string. How do i add ai layer (col3) to collision mesh? that might fix it as alot of the statics have col2
  5. Chaos_Marine

    Createnavmesh Critical Error

    Object number: 1937 Object name: crate_1_a Building bounding box trees mesh and object does not intersect. Object 1937 didn't intersect with ground! ---------------------------------------------------- Object number: 1938 Object name: crate_3 Building bounding box trees mesh and object does not intersect. Object 1938 didn't intersect with ground! ---------------------------------------------------- Object number: 1958 Object name: tat_stick Building bounding box trees mesh and object does not intersect. Object 1958 didn't intersect with ground! ---------------------------------------------------- Object number: 1981 Object name: tat_chair1 Only a bbox object exists! Building bounding box trees mesh and object does not intersect. Object 1981 didn't intersect with ground! Nothing in object fifo intersects with ground mesh! Cutting out combat-area Tesselating combatarea-border Tesselated 26509663 edges done Removing enclosed triangles Removed 205 triangles Removed 735 triangles Removed 377 triangles Removed 232 triangles Removed 164 triangles Removed 159 triangles Removed 240 triangles Removed 176 triangles Removed 338 triangles Removed 223 triangles Removed 347 triangles Removed 371 triangles Removed 619 triangles Removed 263 triangles Removed 429 triangles Removed 555 triangles Removed 320 triangles Removed 676 triangles Removed 504 triangles Removed 408 triangles Removed 502 triangles Removed 555 triangles Removed 604 triangles Removed 529 triangles Removed 378 triangles Removed 592 triangles Removed 781 triangles Removed 640 triangles Removed 11922 triangles Done Flooding keypoints Removed 16231 faces done done Optimizing Removing messy triangles Removed 10 triangles Setting waterplane materials Time passed 0 hours. 0 min. and 0 sec. Applying watermeshes materials Time passed 0 hours. 0 min. and 0 sec. This logfile was opened 17:4:30 25/9 2009 Command is Optimize navmesh.exe -dir work\tatooine_mosespa\GTSData -cmd opt -mode Infantry ****************************************************** WARNING: There are no keypoints defined for Vehicle!! ****************************************************** Translating watermeshes Time passed 0 hours. 0 min. and 0 sec. Removing non-orientable faces Removed 0 faces Totally removed 0 messy triangles Removing non-orientable faces Removed 0 faces Removing selt-intersecting faces Removed 49 faces Cutting out headclearance holes Expanding 1315 faces Time passed 0 hours. 7 min. and 1 sec. Removing messy triangles Totally removed 9 messy triangles Removing non-walkable faces Removing faces sloping more then 90.000207 degrees Found and removed 24615 sloping faces. Removing non-orientable faces Removed 0 faces Removing selt-intersecting faces Removed 8 faces Optimizing Removing thin triangles on the boundry Found and removed 1692 thin triangles Removing non-orientable faces Removed 0 faces Removing selt-intersecting faces Removed 27 faces Flooding keyPoints. Removed 3125 faces Shrinking mesh. Shrinking subsurface 1 (1) with 25402 boundary edges
  6. Chaos_Marine

    Createnavmesh Critical Error

    Crashed on the same part as before
  7. Chaos_Marine

    Createnavmesh Critical Error

    Yeah by the looks of it on the screenshot, it looped on one part 8 times then crashed. It's a conquest map, set on the ground. The above error was via bf2142 mod with the statics in a custom folder. i'm trying to run it via the firststrike mod in createnavmesh. i did have 3 layers set which might have caused the crash. whereas this attempt I have just 1 layer. atm it's doing cutting out headclearance holes. i'll update whether it finishes or crashes.
  8. Chaos_Marine

    Createnavmesh Critical Error

    Some of the collision meshes have col 3 whereas others don't
  9. i've got this error when attempting to run create navmesh anyone know what causes it?
  10. Chaos_Marine

    Bf 2142 Tatooine Mos Espa Fs Map Port

    Yes I did ask permission via fs mod's forum
  11. Chaos_Marine

    Adding Custom Localization String To Map

    i've tried removing the locid in the info.dsc as well as adding <briefing> text here </briefing> and adding <briefing> levels/tatooine_mosespa/customstrings.csv </briefing> but to no avail. example of code below for belgrade [/ <name> Belgrade </name> <briefing locid="LOADINGSCREEN_MAPDESCRIPTION_Belgrade">map description for modders maps not localized (english only)</briefing>
  12. Chaos_Marine

    Supply Lines (assault Lines Map) Help

    assault lines is team specific, so as long as you have pac as the defending team and the supply group id set correct it will work.
  13. What i've been trying to do is add a intel report for a custom map. As i've noticed in the localization strings it holds the intel report. Is there a way to bypass this or mount a custom string in the map so it loads into the loadingscreen? example of intel report below for tunis located in the strings file LOADINGSCREEN_MAPDESCRIPTION_Tunis_Harbor In an attempt to stop the flow of EU reinforcements to the Suez Canal, the PAC launched a series of raids against key transportation hubs. The most vital of these targets was Tunis Harbor. Fog in the Strait of Sicily, allowed the PAC to land its 8th Command Regiment almost on top of the harbor defenses. This strategy enabled them to pin the EU forces in the harbor with the Mediterranean at their backs. The Valkyrie Brigade formed the backbone of the EU's defense with their company of L-5 Riesig Battlewalkers.
  14. Originally created by: general un co of the first strike developement team Ported by; myself single player needs sorting out as their are some bugs atm. game mode includes: assault lines no vehicle mode single player/coop Some screenies: and finally a video:
  15. Chaos_Marine

    Supply Lines (assault Lines Map) Help

    I've also done the 32 player version which has 1 pac uncap, has the same issue as the 64 player map
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