[ Updated threads · New messages · Members · Forum rules · Search · RSS ]
Forum » Welcome to the [FHSW] Europ Community! » Mapping » Server-side modding 0.61 (m)
Server-side modding 0.61 (m)
mardukDate: Friday, 2017-05-19, 9:47 AM | Message # 1
Chief of staff
Group: Admins
Messages: 1447
Awards: 39
Reputation: 12
Status: Offline
Applied SSMs:

A Day of Zitadelle
  • Reinstated Ferdinand; spawn is attached to the hut flag, so once Germans cap it, it won't respawn anymore
  • Removed Bergetiger
  • Removed fly-by Stukas and Il2-s

    Alaska
  • replaced B29 kit with 2 P51 kits, with 40 second respawn instead of 100 seconds
  • increased maxnumberspawn of T29 to 2

    Battle at River Don
  • Increased respawn time of 88 by 100 seconds, captured T-34's - by 30 seconds, Sd.Kfz.251 with Pak 40 - by 30 second

    Battle of Angaur
  • Replaced Lion with Jenkins (Fletcher class destroyer)
  • Removed one of the additional Japanese spawn points in the woods (south of flag 5)
  • Removed Japanese spawn APC
  • Immobilized aircraft carrier
  • Replaced LST-1 with 2x LCT Mk 5 because it's bugged and causes lags

    Battle of Foy
  • Allies now bleed until they capture flag 3
  • Decreased Goliath spawn time from 5.5 to 2.5 minutes
  • Increased minimal amount of players and time needed to capture last flag

    Battle over Hokkaido
  • Banzai kit that spawns in the tent at Axis main base now has an explosion power of SturmTiger's rocket
  • Two additional Tiger spawn

    Berlin Outskirts
  • Changed Maus to Elephant

    Bizerte
  • Hafthohlladung pickup kits
  • Gebalte Ladung in Italian AT kit is replaced with Kampfpistole (40 mm HEAT ammunition)

    Breakthrough
  • Vehicle layout restored to pre-v0.6 state.

    Bombing the Reich
  • lowered objective HP from 260.000 to 100.000
  • Ships' respawn time increased to 6 minutes.

    Desert Rose
  • Replaced Bf 109G-2s with Bf 109G-6

    Eagles Nest 1945
  • Doubled the respawn time of Greyhound
  • Added 15 seconds to the spawn time of Sherman w/ sandbags

    Crete
  • Restored tickets to default FH0.7 values (25% more than in FHSW)
  • Changed flag values from to 40 to 25 (default in FH), so now Germans will have to capture only 2 flags instead of 3 to stop the bleed

    Counterattack
  • French tanks in Germain main base replaced by Pz II/38 (t)

    Eagles Nest 45
  • Slightly rotated Pak 40 near the tunnel flag so that it can fire on the road below

    El Alamein
  • replaced Leopard with Pz III Ausf. J
  • replaced towable Flak 18 with one on SdFkz 8 to avoid AA spamming
  • When Axis/Allies take North flag at the buildings in F1 spawns:
    -halftruck with permanent spawn
    -one stationary 88 mm gun (that also respawns when Allies take that flag)
    -two stationary PAKs (50 mm for Germans (with APCR rounds), 57 mm for Allies)
    -two MG-kits with mines
    -one sniper rifle
    -one 2 cm-/Bofors-Flak on the roof

    Fall Gelb-1940
  • added killer cage around French which dissapears after Germans capture all other flags
  • fixed mobile Flak 18 and Stug double spawn
  • Char B1's spawn time decreased by 45 seconds
  • One of the R35 tanks replaced with a Somua S-35
  • Removed one remote Stuka kit, also they don't respawn anymore

    Fht Operation Dracula
  • Immobilized Allied carrier
  • Removed the British destroyer
  • Added Chi-Ha APC that spawns after Allies capture the docks flag

    Guadalcanal
  • fixed a bug which made the Japanese cruiser Agano not spawn, now spawns when Allies take the village flag because the Allied cruiser also only spawns when the Japanese take that flag

    Hungary Forest
  • Increased ticket ratio by 75%

    In the Hell of Bocage
  • Decreased Firefly respawn time from 150 to 100 seconds

    Kasserine Pass
  • Removed death zones at Allied base.

    Kharkov Winter
  • added 2 Schwimmwagens to German main base
  • 37 mm AA gun now spawns when Soviets take hill flag
  • added SdKfz 10/5 instead of Kettenkrad with Flak 30
  • added M3A1 with towable Bofors for Soviets
  • removed obstacles at the north bridge
  • Changed Axis spotter kit to Ju 88 with bombload of 6x250kg and 28x50kg
  • added one sniper kit to each main base
  • peplaced Carro Armato M13/40 and Semovente da 47/32 with Panzer IV
  • peplaced one of the fighters on both sides with Ju87D and IL2 respectively
  • added Flak 18 on Sd.Kfz. 8 chassis as countermeasure Soviet heavy tanks (spawns when they capture eastern flag)
  • Replaced Bf 109G-6 with Bf 109E

    Khota Bharu
  • Bleed ratio increased by the 20% percent for both teams

    Operation Goodwood
  • The double Tortoise spawner now releases only one tank

    Op. Kikusui Day 1
  • Removed wrenches from Japanese kits
  • Lowered Yamato HP from 108k to 98k (the lowest option availible in map files)

    Op. Kikusui Day 2
  • Moved American fleet and spawnrotator planes closer to the Japanese base.

    Pakfront
  • Churchill Kangaroo in Russian main base does not respawn once the flag is capped by Germans.

    Midway
  • Replaced usual Daihatsu boats on Tsurumi oiler with tanks and field guns
  • Added one halftruck to each flag on the island
  • Added spawnable AT kit for Allies
  • Increased the range of sight from 500 to 1000m
  • Axis are in poccession of sea flags from the start

    Raseiniai
  • Made flags marked by number 4 on the minimap recappable

    Reichsbahn
  • Removed Jagdtiger that spawns at 3rd flag
  • Replaced Maus with Jagdtiger

    Sandstorm
  • Tiger with autoloading cannon now counterspawns in Axis main base

    Saipan
  • Moved plane spawnpoints at the last flag, so they don't explode immediately after spawning.
  • Increased time needed to capture flags from 10 to 15 seconds.

    Seelow Heights
  • Axis reinforcements (spawn-PZ IV + 2 * Panther and 2 * Stug) spawn on the road leading from the southeastern border of the map when Axis main gets taken

    Stalingrad Redsquare
  • four flags removed
  • train remove

    Stashuv Area
  • Changed Soviet assault kit with PPSh to officer's kit w/ binoculars
  • Added sniper kit to the Soviet main base (in one of the tents)
  • teamlocked ISU-152

    The Merville Battery
  • Increased the bleedrate by 30%

    Trois Points
  • Replaced usual 6pdr's with longer barrel version

    Tulagi Island
  • Increased tickets amount by 100%

    Westminster 1942
  • Additional Typhoon w/ rockets kit, which spawns near a pile of barrels at British main base.

    Westwall
  • Lowered insane Axis bleed from 100 to 8 tickets per min (twice as much as Allied)
  • Removed two SP Tortoises which spawn at the second flag

    Zveroboy
  • Restored missing knife in German AT kit

    This is a gaming community. People come here to relax. If you start an argument you will get kicked.

    Quid pro quo.
  •  
    mardukDate: Sunday, 2018-10-14, 4:30 PM | Message # 261
    Chief of staff
    Group: Admins
    Messages: 1447
    Awards: 39
    Reputation: 12
    Status: Offline
    Battle of Foy
    What is the problem with flag 2 on Battle of Foy?
    Neither Allieds nor Germans can take it once it was greyed.

    Another thing: is it somehow possible to add smoke grenades to the Nahverteidigungswaffe on German late war tanks so that one can switch between HE and Smoke?
    That would be an easy but realistic feature.


    This is a gaming community. People come here to relax. If you start an argument you will get kicked.

    Quid pro quo.
     
    luiscarlosredDate: Saturday, 2018-10-20, 3:34 AM | Message # 262
    Colonel
    Group: Friends
    Messages: 272
    Awards: 13
    Reputation: 7
    Status: Offline
    Quote marduk ()
    Another thing: is it somehow possible to add smoke grenades to the Nahverteidigungswaffe on German late war tanks so that one can switch between HE and Smoke? That would be an easy but realistic feature.

    I found it cool and I agree.


    BornDarkness
     
    mardukDate: Monday, 2018-11-26, 7:44 AM | Message # 263
    Chief of staff
    Group: Admins
    Messages: 1447
    Awards: 39
    Reputation: 12
    Status: Offline
    Desert Rose
    Is it possible to fix the bug where you as an axis player spawn in allied main?

    Plus, any way to increase the ticket ratio only for this map so it won't end after 10-15 mins.? (same for Battle of Edsons Ridge)


    This is a gaming community. People come here to relax. If you start an argument you will get kicked.

    Quid pro quo.
     
    RADIOSMERSHDate: Tuesday, 2018-11-27, 5:47 PM | Message # 264
    FHSW Wikia Co-Admin
    Group: Trusted
    Messages: 647
    Awards: 24
    Reputation: 13
    Status: Offline
    Quote marduk ()
    Desert Rose
    Is it possible to fix the bug where you as an axis player spawn in allied main?

    Plus, any way to increase the ticket ratio only for this map so it won't end after 10-15 mins.? (same for Battle of Edsons Ridge)

    I actually made a fix back in October 2017, but then succesfully forgot about it, uploaded it now. As for tickets, I increased them by 150% (both on Desert Rose and Edson's Ridge), does that sound fine?

    Also:

    Crete:
  • Restored tickets to default FH0.7 values (25% more than in FHSW)
  • Changed flag values from to 40 to 25 (default in FH), so now Germans will have to capture only 2 flags instead of 3 to stop the bleed

    Added (2018-11-27, 5:52 PM)
    ---------------------------------------------

    Quote marduk ()
    Another thing: is it somehow possible to add smoke grenades to the Nahverteidigungswaffe on German late war tanks so that one can switch between HE and Smoke?

    This is impossible to implement via SSM, the only closest thing would be to replace the Nahverteidigungswaffe HE projectile with smoke grenade, but then it will require modification for each map.

    Message edited by RADIOSMERSH - Tuesday, 2018-11-27, 5:47 PM
  •  
    mardukDate: Tuesday, 2018-11-27, 6:51 PM | Message # 265
    Chief of staff
    Group: Admins
    Messages: 1447
    Awards: 39
    Reputation: 12
    Status: Offline
    Quote Radio: "I actually made a fix back in October 2017, but then succesfully forgot about it, uploaded it now."

    Thank you!

    "As for tickets, I increased them by 150% (both on Desert Rose and Edson's Ridge), does that sound fine?"

    Perfect! - I was going to suggest to increase them by 150% smile

    "...the only closest thing would be to replace the Nahverteidigungswaffe HE projectile with smoke grenade, but then it will require modification for each map."

    No, that would be bad. HE and Smoke should be both available. If that's not possible, let's leave it like it is.


    This is a gaming community. People come here to relax. If you start an argument you will get kicked.

    Quid pro quo.
     
    E-3Date: Saturday, 2018-12-01, 11:21 PM | Message # 266
    Major
    Group: Friends
    Messages: 136
    Awards: 6
    Reputation: 9
    Status: Offline
    battle of foy needs to be fixed  no body can cap flag 2

    im old bf1942 player i go far back all the way to 2002
    and i also play cnc generals


    Message edited by E-3 - Saturday, 2018-12-01, 11:22 PM
     
    XenanabDate: Tuesday, 2018-12-04, 7:57 PM | Message # 267
    Colonel
    Group: Trusted
    Messages: 473
    Awards: 19
    Reputation: 5
    Status: Offline
    Quote E-3 ()
    battle of foy needs to be fixed no body can cap flag 2

    ??? Could you explain that a with a bit more detail so somebody can understand this? Why can nobody cap the flag ? What should the ssmer do exactly ?

    Battle at River Don

    I have never seen allies win this. So here are a couple of suggestions:

    - the respawn of Flak 88 guns should be increased by at least 100 seconds
    - captured T 34 axis spawns should also be increased by 30 seconds at least

    Spurning Fate 1945

    Allies have at least 2 Gaz jeeps spawning at the main.

    - axis Kübelwagen spawner at the main should spawn twice

    A Day of Zitadelle

    Is it possible to bound the Tiger or Ferdiand spawners to some of the Russian flags in the south as counterspawners? That way allies wont have to fear the constant respawn of these baddies if they are already trapped inside the main. For example if axis capture the hut flag, the Ferdi stops spawning.

    Desert Rose

    The whole naval aspect of this map is almost completely redundat since there are no flags or shore lines to attack / hold

    - remove all naval vessels of all teams except the British Ark Royal carrier + the Panjandrum counterspawner
    - maybe slightly reduce the respawn time of the carrier by 30 seconds since there is no DD anymore to defend it from enemy air strikes

    Kota Bharu

    Is it possible to decrease ammunition amount of weapons via ssm within the ObjectSpawnTemplates.con ? That's at least how I always did it in my mapping projects.

    - decrease the amount of Type 96 LMG catridges so that axis only spawn with 3 clips in their inventory
    - decrease No4 clips so that allied riflemen spawn with only 3 clips

    That way excessive camping of soldiers is a bit more limited.
    Maybe also:

    - change Type 29 revolver to nambu 14 pistol on Japanese Officer kit (modified kit file inside map data) That way this class is more competitive in close quarters
     
    onnipatrika54Date: Tuesday, 2018-12-04, 9:12 PM | Message # 268
    Silver Donator
    Group: Silver Donator
    Messages: 74
    Awards: 7
    Reputation: 3
    Status: Offline
    Hi guys. My question is about japanese battleship Kii (super yamato). That ship was only in Monster des Stalhes map in last version 0.552. Question is can we get it back to FHSW 0.61 in some naval map like maybe in leyte gulf day 2 or something? It was one of those super rare weapons in this mod and I got very sad when it got removed when update came.

    Here is link if you want to see picture: http://fhsw.wikia.com/wiki/IJN_Kii


    Hates too quick judgement.

    aka Gameplayer or Gameplayer500
     
    starking018Date: Wednesday, 2018-12-05, 5:26 AM | Message # 269
    Colonel
    Group: Friends
    Messages: 286
    Awards: 19
    Reputation: 8
    Status: Offline
    Quote onnipatrika54 ()
    Desert Rose

    The whole naval aspect of this map is almost completely redundat since there are no flags or shore lines to attack / hold

    - remove all naval vessels of all teams except the British Ark Royal carrier + the Panjandrum counterspawner
    - maybe slightly reduce the respawn time of the carrier by 30 seconds since there is no DD anymore to defend it from enemy air strikes


    Don't you forget the other carrier and the LCT which can do a landing anywhere on the shoreline and spawn tanks (I think that there was a Churchill or a Matilda II)? Vessels can also attack units on land and in the air. I disagree about removing any vessels. If you think that the naval aspect of the map is relatively unimportant, why not make it more important, rather than completely unimportant? Why not, for example, increase or improve the landing ship(s) and perhaps spawn them faster or closer to the east side of the mountain where the tanks can flank? Or add a ship with better AA (such as Lance) or one which is harder to kill by the Stuka? Or spawn a Mark V AA on a LCT? The extra allied naval strength could be balanced with more or faster spawning axis vessels.

    The suggestions about the other maps seem OK to me.


    Air Troll a.k.a. starking018
     
    mardukDate: Wednesday, 2018-12-05, 1:49 PM | Message # 270
    Chief of staff
    Group: Admins
    Messages: 1447
    Awards: 39
    Reputation: 12
    Status: Offline
    @Xenanab: I agree with the suggested changes, for the following maps I want to add:

    Battle at the River Don:
    -also increase the respawn time of German halftruck with PAK 40 by 30 seconds

    Desert Rose
    I also think that the Naval aspect of the map is redundant because the sea area is very small and there is not much space to maneuver.
    I agree to remove most naval vessels and the carrier should be immobile.


    This is a gaming community. People come here to relax. If you start an argument you will get kicked.

    Quid pro quo.
     
    E-3Date: Wednesday, 2018-12-05, 6:51 PM | Message # 271
    Major
    Group: Friends
    Messages: 136
    Awards: 6
    Reputation: 9
    Status: Offline
    Desert Rose
    Don't remove the naval vessels man it's a refreshing map, where you can play both things naval or land, and I know the naval battle doesn't really contribute to the objective of the map. But it's great for players who like naval like my self and that the option is there you can choose not to participate in the land battle.
    here is my idea.
    how about moving one of the flags into the ocean it will give it a Midway idea and  feel, actually making naval a important part of the map.


    im old bf1942 player i go far back all the way to 2002
    and i also play cnc generals


    Message edited by E-3 - Wednesday, 2018-12-05, 7:58 PM
     
    E-3Date: Wednesday, 2018-12-05, 6:57 PM | Message # 272
    Major
    Group: Friends
    Messages: 136
    Awards: 6
    Reputation: 9
    Status: Offline
    Quote Xenanab ()
    ??? Could you explain that a with a bit more detail so somebody can understand this? Why can nobody cap the flag ? What should the ssmer do exactly ?
    currently on the map battle of foy allies can neutralise flag 2 but they can't capture it also the Germans can't capture the flag back again,   this basically brakes the map.


    im old bf1942 player i go far back all the way to 2002
    and i also play cnc generals
     
    CanukAttakDate: Friday, 2018-12-07, 9:34 AM | Message # 273
    Captain
    Group: Friends
    Messages: 98
    Awards: 9
    Reputation: 5
    Status: Offline
    As far as I remember that battle of foy has a very quick flag cap time on flag 2 but has a bigger flag zone for defending but causes issues with pre capping flag 3.

    Even though I find that it's easy to pre-cap flag 4 cause the cap times are so quick. So maybe some German jeeps. Atleast when allies cap flag 4. Have 1-2 German jeeps spawn at flag 5


    Message edited by CanukAttak - Friday, 2018-12-07, 9:47 AM
     
    RADIOSMERSHDate: Friday, 2018-12-07, 2:28 PM | Message # 274
    FHSW Wikia Co-Admin
    Group: Trusted
    Messages: 647
    Awards: 24
    Reputation: 13
    Status: Offline
    Quote E-3 ()
    battle of foy needs to be fixed no body can cap flag 2

    I mistakenly edited the wrong flag (supposed to be last one), should be fixed now.

    Added (2018-12-07, 6:15 PM)
    ---------------------------------------------
    Quote Xenanab ()
    Spurning Fate 1945

    Allies have at least 2 Gaz jeeps spawning at the main.

    - axis Kübelwagen spawner at the main should spawn twice

    Hmm, where did you find 2 spawns, there is only one spawner in the files?

    Battle at River Don
  • Increased respawn time of 88 by 100 seconds, captured T-34's - by 30 seconds, Sd.Kfz.251 with Pak 40 - by 30 seconds

    Quote Xenanab ()
    Kota Bharu

    Is it possible to decrease ammunition amount of weapons via ssm within the ObjectSpawnTemplates.con ? That's at least how I always did it in my mapping projects.

    - decrease the amount of Type 96 LMG catridges so that axis only spawn with 3 clips in their inventory
    - decrease No4 clips so that allied riflemen spawn with only 3 clips

    I've tried to edit ObjectTemplate.numOfmag, but it didn't have any effect.

    Quote Xenanab ()
    - change Type 29 revolver to nambu 14 pistol on Japanese Officer kit (modified kit file inside map data) That way this class is more competitive in close quarters

    That can be changed with SSM, I'm afraid, although I can replace it with a generic one from game archives.

    Quote Xenanab ()
    Desert Rose

    The whole naval aspect of this map is almost completely redundat since there are no flags or shore lines to attack / hold

    - remove all naval vessels of all teams except the British Ark Royal carrier + the Panjandrum counterspawner
    - maybe slightly reduce the respawn time of the carrier by 30 seconds since there is no DD anymore to defend it from enemy air strikes


    So, what is the consensus on that? Seems like the opinions are split roughly in half.

    Quote Xenanab ()
    A Day of Zitadelle

    Is it possible to bound the Tiger or Ferdiand spawners to some of the Russian flags in the south as counterspawners? That way allies wont have to fear the constant respawn of these baddies if they are already trapped inside the main. For example if axis capture the hut flag, the Ferdi stops spawning.

    A Day of Zitadelle
  • Ferdinand spawn is now attached to the hut flag, so once Germans cap it, it won't respawn anymore.

    Message edited by RADIOSMERSH - Friday, 2018-12-07, 6:17 PM
  •  
    starking018Date: Saturday, 2018-12-08, 12:44 PM | Message # 275
    Colonel
    Group: Friends
    Messages: 286
    Awards: 19
    Reputation: 8
    Status: Offline
    There was an old SSM which eYe made back in 2015, but it seems to be gone now, probably along with a version update. There is a bug which is most noticeable on Bastogne-1944 but it affects all maps with a certain object, and eYe fixed it for all maps by creating a SSM for standardmesh.rfa:

    Quote starking018 ()
    There are the uprooted, overturned tree objects which are bugged and cause problems on other maps too. When you bump into them with a vehicle it tends to explode way too easily. It happens too often.


    Quote Endless_Nameless ()
    I've noticed this, too. This can't be fixed map-side though, the collision meshes in standardmesh.rfa have to be replaced. I'll check if this is possible as a ssm.


    Quote Endless_Nameless ()
    Should be fixed now, for all maps not just Bastogne.


    Original discussion: http://fhsw-europ.ucoz.de/forum/35-702-11110-16-1447362644

    Could you please restore this SSM? Maybe it's in the form of just an extra file like "standardmesh_002.rfa" that you can add directly to the current version?

    Edit: also perhaps the FHSW developers would be interested to add this fix in the next version of FHSW, so it would be nice if the file is open source, or at least shared with them.


    Air Troll a.k.a. starking018

    Message edited by starking018 - Saturday, 2018-12-08, 12:48 PM
     
    mardukDate: Saturday, 2018-12-15, 8:04 AM | Message # 276
    Chief of staff
    Group: Admins
    Messages: 1447
    Awards: 39
    Reputation: 12
    Status: Offline
    Desert Rose

    Quote Radio: "So, what is the consensus on that? Seems like the opinions are split roughly in half."

    I suggest to leave the naval layout as it is but immobilize the carrier.


    This is a gaming community. People come here to relax. If you start an argument you will get kicked.

    Quid pro quo.
     
    starking018Date: Wednesday, 2018-12-19, 8:13 PM | Message # 277
    Colonel
    Group: Friends
    Messages: 286
    Awards: 19
    Reputation: 8
    Status: Offline
    Bug report:

    On Monday we played Arctic_Convoy-1942_mod and MAJORMASTERBATES got one Liberty ship to the other end of the map, spent about a minute inside the circle and nothing happened. Since we didn't know why the round hadn't ended yet with allied victory I suggested him to go forward. He did and still no allied victory. The ship exploded and the round ended immediately with axis victory (I guess axis team wasted their time sinking all the empty ships before that). There's something wrong with the victory conditions. The way I see it the allies should need to just sail anywhere into the marked area (circle or whatever) without having to stop or do anything special and the round should end immediately with allied victory. I think that the map should be modified to fix this. Perhaps it can be done server-side?

    Also, about @Endless_Nameless's old bugfix SSM that I mentioned just above, I really think that it's important!


    Air Troll a.k.a. starking018
     
    Endless_NamelessDate: Thursday, 2018-12-20, 8:59 PM | Message # 278
    General
    Group: Admins
    Messages: 1244
    Awards: 38
    Reputation: 19
    Status: Offline
    Quote starking018 ()
    On Monday we played Arctic_Convoy-1942_mod and MAJORMASTERBATES got one Liberty ship to the other end of the map, spent about a minute inside the circle and nothing happened.

    The radius is pretty small, you have to be very close to the center of the circle. Did you do that?

    Quote starking018 ()
    Also, about @Endless_Nameless's old bugfix SSM that I mentioned just above, I really think that it's important!

    I've found out what I did back then, will try to do it on weekend.


    My Youtube Channel
    aka eYe.ris
     
    starking018Date: Friday, 2018-12-21, 11:33 AM | Message # 279
    Colonel
    Group: Friends
    Messages: 286
    Awards: 19
    Reputation: 8
    Status: Offline
    Quote Endless_Nameless ()
    The radius is pretty small, you have to be very close to the center of the circle. Did you do that?


    "Very close" is relative. I remember looking at the ship icon and the circle and dismissing the possibility that it's not close enough to the center. So I'd say that they were very close, but that may not have been close enough according to the map code. I'm now convinced that the area in question is unreasonably small. I would have guessed that it at least covers the entire circle. Better yet, I think that it should cover an even wider area, perhaps all the way from the north to the south edge of the map. The reasons for that:

    Realistically convoys did not need to go to a certain point to be considered relatively safe - they only needed to reach a wide area that was well covered by short range ground based aircraft and coast guard vessels, or to rendezvous with escorts.
    You cannot expect the Liberty ships to maneuver to a certain super small area (effectively a point) at the edge of the map while trying to evade torpedoes and bombers, and without even any good marker for where exactly to go.
    With just one point there can be many potential problems, such as submarines ramming the ship with just enough force to push it off course, or blocking the way to the point to slow down arriving ships; or players aiming torpedoes by minimap at the known point and launching from a great distance to hit the Liberty ships which may be spending a lot of time in a small area, trying to maneuver, etc.


    Air Troll a.k.a. starking018

    Message edited by starking018 - Friday, 2018-12-21, 11:34 AM
     
    Endless_NamelessDate: Friday, 2018-12-21, 5:12 PM | Message # 280
    General
    Group: Admins
    Messages: 1244
    Awards: 38
    Reputation: 19
    Status: Offline
    Quote starking018 ()
    I think that it should cover an even wider area, perhaps all the way from the north to the south edge of the map.
    Good suggestion. It's tricky in BF1942 because you can only work with spheres and not a box shaped objective but I have an idea. Not sure if this can be done via ssm though.

    Iirc there was a technical issue, that's why I made the radius so small but I can't remember it anymore.

    Edit: I got it working: Liberty ships just have to reach the east of the map anywhere and Allies win.

    Tree issue: I've send the files for the tree fix to bubu because he has to restart the server to be able to overwrite the existing files.

    Here's what causes the issue: The collision mesh of the tree called finnstump3 (picture: https://i.imgur.com/SPJNaIVg.jpg) has value "1" which means it has the same properties as water. That's why vehicles take a lot of damage even when you only touch the tree. I've appended the fixed file.

    btw. surprisingly this is a FH bug and not related to FHSW.
    Attachments: finnstump3_fix.zip(24.6 Kb)


    My Youtube Channel
    aka eYe.ris


    Message edited by Endless_Nameless - Sunday, 2018-12-23, 2:43 PM
     
    Forum » Welcome to the [FHSW] Europ Community! » Mapping » Server-side modding 0.61 (m)
    Search: