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cr@zzyki££@
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[*] posted on 7-29-2004 at 07:51 PM
AAS maps


ok i been trying to do this AAS map and the psp cant be taken and dont look like it does in other AAS maps wat psp should i of put in and anything else that should be done

(and now i cant take any building psps in the map :(
)




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[*] posted on 7-29-2004 at 08:24 PM


ok ive been playing about with them and i still cant take the psps in AAS or any other game type (TDM/TKOTH) and there dont seem to be a circle around the psp like it should do so its not taking the base
any idears?




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[*] posted on 7-29-2004 at 09:19 PM


Ok i Finaly worked it out, AAS can only use the round Respawn Bunkers under the "Objects" Tab and when in "General Infomation" dont select the AAS game type, just leave them all blank

hope this can help someone else having problems :)

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[*] posted on 7-30-2004 at 04:08 PM


you should have to select AAS.. so hmm.. thats weird. . im surprisded it showed up as AAS if you didnt choose that..







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[*] posted on 7-30-2004 at 07:57 PM


Quote:
Originally posted by cr@zzyki££@

dont select the AAS game type, just leave them all blank


Cr@zzyki££@


If you don't select anything, the mission will show up on the Main page under Training Missions (Single Player)..I'm with AB..I'm suprised you found it at all...

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[*] posted on 7-31-2004 at 08:36 AM


Im just suprised he got AAS to work at all, I Have tried all of the spawn/volume objects and they just act like normal PSP`s I tried the distance and still no luck.

A.Bullet m8 have you got a mis file you can throw this way, As its the first time ive been Stumped making maps for NL games.

Thanks in advance!

Sal.




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[*] posted on 7-31-2004 at 07:50 PM


yeah it has to be the round bunker with spawn volume to work, just posted some of my first maps to :)



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[*] posted on 8-1-2004 at 04:49 AM


Ì had the same problem, until I changed the PSP's zone size ( like a TKOTH zone ) .
It works fine for me , the only problem I have is that the order of the PSP's in AAS are being changed everytime I load my map in the MED, and save & export after editing..




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[*] posted on 8-3-2004 at 08:31 AM


I think I've determined the method of successful AAS map types.

Do select AAS type.

Use only the bunker with capture point built in.

Don't use any other capture points objects in the same map - if you do the bunkers will stop working. The database gets confused.

Insert fresh bunkers in the order you want them to be labled (A, B, C, etc.). Insert A closest to Blue spawn, B next farther, etc. and insert the red spawn futhest out.

Immediately set their elevation before inserting the next one.

Edit each CP separately to change the "Team" setting.

Don't insert too many CP's (Capture Points) I've had repeated success with 7 total CP's laid out thusly...
(Blue spawn) - (A blue) - (B blue) - (C blue) - (D green) - (E red) - (F red) - (G red) - (Red spawn)

Don't mess with them ! You can move them a bit when they are all in place, but don't move them out of order any closer to the spawn than you inserted them. If you move them, save as a back up before the move and do a trial load. I find one third of the time, they are all screwed up and I have to resort to the saved one. Don't mess with em if you don't have to.

Don't add any more CP's after other objects have been inserted. If you must add some or move some around, and they stop working or the order of assigned letters (A-Z) gets out of whack, insert a waypoint in the center of each CP. (to find the coords later) and make a note of the elevation (absolute Z) of each one. Then select one of the CP's. Right-click and "Select this type" to grab all the CP's and delete them. Now start over inserting new CP's in the proper order right exactly on the waypoints, editing their absolute Z and teams.

Now, here's the biggie.....
Don't go over the maximum allowable objects ! If you get the "... over allowable people limit" error, the CP's will stop working and there is no way of getting them back, not even inserting fresh ones or removing the excessive objects. The database has been disrupted at this point and it's time to load up the last working backup of your map.

A method I've had great success with is to make a very simple map with the flat terrain, red and blue spawns and 5 CP's in between assigned to the red/blue previously outlined. I save this as a starter map and load it into map area #2. I build my map in area #1 using only waypoints where the CP's will be and completely make the map. I make sure I don't get the "exceeds maximum objects" error. Sometimes I also plop down the CTF change point post so I can test the map as I go. When it is near completion I delete all the CTF points, change to map area #2 and copy all the objects. Change back to #1 and paste them to the north of all the stuff on my new map. Then I carefully move each CP in order to the waypoint and adjust their elevation. Lastly, I delete the red and blue spawn points that were copied over with the CP's.

I do a trial save to make sure I haven't gotten the error, and voila... a real genuine AAS map... completely functional.

Plz let me know if this works for you.

-Dain

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[*] posted on 8-4-2004 at 07:13 PM
few hours testing


and it ain`t gonna work....so i have some questions..
what do you consider as full working AAS mode? I am searching that mode only 1 8 the next target) CTF is shown instead of all...because the "wrong AAS mode" is like playing with PSP`s that are shown as waypoints...nothing else


have been testing your description in douzand different ways...it aint gonna work

a) which editor do you use?
b) what are the first parameters?
1) loading terrain
2) setting parameters , naming and AAS mode
3) placing spawns...first blue and red spawns or first blue, then CTF`s then red
4) do you place spawns and CTF`s after you have been editing the map or is it the first thing? (it didnt work with flat terrain and no other items then CTF`s and spawn neither)
5) do you use teh AAS mode checkbox or are you editing the "attrib" manually?
6) do you use the jo-converter or do you edite by hex editor?
7) did not read anything about setting the zone reange in your post, do you set a zone range? because if i don`t the CTF`s do not work at all (they don`t change color or show player)
8) if you use zone range, is there a special setting that works...like 30/40 or 50
9)do you edite parameters of the CTF`s right after placing each of them or do you only adjust altitude and editing the color and range later
10) Is there any rule how far the spawns have to be away from the first CTF`s
11) do you use alpha and base waypoints?

i can say that i tried out for hours...but the possibilities are too much...and everything you was writing has not been successfully 1 single time out of douzands of tests....so i think you probatly did not show the critical information considering it NOT as critical....maybe you can specify the whole process again...more detailed

cheers
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[*] posted on 8-4-2004 at 07:25 PM


btw. do not use Primary spawns with AAs maps = sysdump for parts of the clients (server will stay alive)..all clients joining during game on normal spawns won´t sysdump
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[*] posted on 8-4-2004 at 09:45 PM


Quote:
Originally posted by SH*PR*
and it ain`t gonna work....so i have some questions..
what do you consider as full working AAS mode? I am searching that mode only 1 8 the next target) CTF is shown instead of all...because the "wrong AAS mode" is like playing with PSP`s that are shown as waypoints...nothing else


have been testing your description in douzand different ways...it aint gonna work

a) which editor do you use?
A.Bullet's BHD modified editor with update
b) what are the first parameters?
don't know whut u mean
1) loading terrain
load the "flat" terrain, but any terrain will work.
2) setting parameters , naming and AAS mode
huh?
3) placing spawns...first blue and red spawns or first blue, then CTF`s then red
Doesn't matter, just place the CTF's in order - or, place temp. CTF's, put all the other stuff in, then replace the CTF's with fresh ones.
4) do you place spawns and CTF`s after you have been editing the map or is it the first thing? (it didnt work with flat terrain and no other items then CTF`s and spawn neither)
Doesn't matter
5) do you use teh AAS mode checkbox or are you editing the "attrib" manually?
use the checkbox
6) do you use the jo-converter or do you edite by hex editor?
JO converter
7) did not read anything about setting the zone reange in your post, do you set a zone range? because if i don`t the CTF`s do not work at all (they don`t change color or show player)
U mean the KOTH zone ? IT's a AAS map not KOTH. If you mean the CTF area circle, set it at any time.
8) if you use zone range, is there a special setting that works...like 30/40 or 50
I don't change it from the default.
9)do you edite parameters of the CTF`s right after placing each of them or do you only adjust altitude and editing the color and range later
i've tried it both ways. Doesn't seem to matter. However do NOT rotate or move the CTF's after they are placed. When you move them, they often screw up the order of the assigned letters.
10) Is there any rule how far the spawns have to be away from the first CTF`s
I've had them 2 feet and 2 miles. Always works either way.
11) do you use alpha and base waypoints?
yes, but doesn't affect the AAS functionality.

i can say that i tried out for hours...but the possibilities are too much...and everything you was writing has not been successfully 1 single time out of douzands of tests....so i think you probatly did not show the critical information considering it NOT as critical....maybe you can specify the whole process again...more detailed
I only detailed info if it was critical. Here's my advice... Make a TKOTH map. Don't put so many objects in it that you get an error when you compile it to .bms Play it to make sure it works and has an proper sqawn (red and blue) and a zone. If it is ok, insert a few CP bunkers between the blue and red spawns. Don't move them, and modify their Z and set one for RED and one for Blue. Then play it. if it doesn't work, send the .mis file to DainBramaged@Charter.net and I'll look at it.

cheers
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[*] posted on 8-5-2004 at 06:26 PM


The following link is to a very simple map that has only red and blue spawns, 5 Capture bunkers and a flat terrain. Load it into map #2 page and copy the objects over to a fresh map on page #1, check the AAS box, compile it to .bms, convert it to BHD to JO and it will run.

Then move the bunkers around when you want them and set their Z height. Test it again.

Add all the objects, vehicles, foliege, etc. that you want and test along the way.

If you get the "object number exceeds limits" (or whatever) error, crumple it up and start over after you kick the dog.

http://www.NScase.com/Files/Game/Maps/AAS Basic.mis

The following map set is a very simple map created using the above suggestions. It's a true AAS map that is completely on a tiny island bout the size of a football field. It has 3 Capture bunkers, couple of buildings and jeeps, and a few dozen palm trees.

It took 15 minutes to make from start to end and even tho simple, is a blast to play with about 4 mates on each team.

This map is very much like the old Land Warrior maps used to be.

http://www.NScase.com/Files/Game/Maps/JuicyIsland.mis


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[*] posted on 8-7-2004 at 12:48 AM


okay thanks alot....but your image is showing me that its the same AAS style map i am already making..but it is not the "right" AAS map i am looking for...

the "right" AAS map is showing only the next following target CTS instead of all...means if you have 7 CTS (Capture the spawn) it will show only the 1 blue and the 1 red that is the target...after your team has taken that CTS it will change to the next target CTS....your image is showing me not what i am searching for...but thanks anyways!
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[*] posted on 8-7-2004 at 01:11 AM


okay...the mistake was in the understanding what is a "right" AAS map...your example did not solve that for me but i found out the reason why the alphabetically order will be changed sometimes...the solution is simply "NOT OVERWRITE THE ORIGIN .BMS" that you are compiling...you another name istead and the order of the PSP will remain like you have been setting them!

But it will always show ALL CTF`s on the screen instead only the critical ones...you remember? In the right AAS game you cannot overtake any enemy CTF aslong the critical on the screen showing PSP has not been full taken! in your examples you can take every CTF no matter which alphabetically order...that we know already and its working...but i want the "RIGHT" AAS mode...cheers
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[*] posted on 8-7-2004 at 01:47 AM


Quote:
Originally posted by SH*PR*
okay...the mistake was in the understanding what is a "right" AAS map...your example did not solve that for me but i found out the reason why the alphabetically order will be changed sometimes...the solution is simply "NOT OVERWRITE THE ORIGIN .BMS" that you are compiling...you another name istead and the order of the PSP will remain like you have been setting them!

But it will always show ALL CTF`s on the screen instead only the critical ones...you remember? In the right AAS game you cannot overtake any enemy CTF aslong the critical on the screen showing PSP has not been full taken! in your examples you can take every CTF no matter which alphabetically order...that we know already and its working...but i want the "RIGHT" AAS mode...cheers


If your PSPs are mixed up m8, save and export again a few times, then they get in the proper order again....but I agree, I also want the 'good' AAS modus :D




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[*] posted on 8-7-2004 at 03:59 AM
display


also i would be gr8 if the psp are displayed on the right side of screen (row downwards) not at the top middle

EDIT: my first AAS map...

http://joint-operations.ngz-network.de/download_fileinfo.php...
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[*] posted on 8-7-2004 at 05:55 AM
Still having Problems


Ive read through these posts but still cant seem to get my AAS spawns to work..

Im using the Concrete Bunker 2 with Change Team & Spawn Value.

Game Type is set to AAS.

And the waypoint distance thing on the concrete bunker is set to 50 and its still not showing up..

Anyone know why?




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[*] posted on 8-7-2004 at 06:11 AM


Try assign at least one of the Bunker2's to either Red or Blue Team, it should work then.



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[*] posted on 8-8-2004 at 12:39 AM


My PSP's are still getting messed up. The player starts are correct but they are out order. They are now B, C, D, etc. with A shifted to the end of the list. Fortunately, they are correctly owned so if I can fix this I'm done. The PSP's look normal until other objects get added. I have followed each of the tips presented in this thread without luck.

I can get the PSP's to work with a blank map. When I copy the foiliage and the rest of the stuff over from Page2 it never works. Tried using same/different names with BHD2JOBMS.exe but it appears it goes crazy after adding anything past the PSPs. I'm positive I'm not adjusting anything and I used exactly the objects from the AAS example (player start Color, CT Bunker 2).

Help!




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[*] posted on 8-8-2004 at 04:19 PM


Okay problem solved. Apart from separate issues with AAS spawns, I can now setup the spawns pretty reliably. The problem is making sure that each successive spawn is far enough from the last. If you don't the editor gets confused and messes up the order of the spawns.




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