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=VG= Fastjack

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Everything posted by =VG= Fastjack

  1. Editing

    If you really want to do something for Project Reality, start learning how to make maps or better start how to create maps that are designed for coop. All the EDITING stuff to change things on existing maps will excite you only for few days, believe me. Follow the upper links and learn how to setup pr_edit and the Bf2 Editor. When you get this done, i can give you some advice how you create coopmaps and what you have to focus on to create a nice gameplay map.
  2. Merry Christmas!

    Merry christmas to everyone
  3. Star Trek or Star Wars?

    First thing that came into my mind was this:
  4. New Khami

    About assets. First i thought was you creating an VW layer for coop but i know you and i think you will force longer rounds by more combined vehicle infantry action. I believe the amount of botassets get drained when the bots losing flags, right ? About US mainbase. Finally the playerside cant cross the bridge when it got destroyed. Maybe you will see some Logi action building CSB's. Hope you putting not to much human assets into this layer so you force the team to use as many deployable assets as possible (deployable TOW's- MG's and mortars). I would give the US side the northern bridge-head and delete the grey flag but only with expireable rallypoints so a small amount of infantry start fighting about the bridge and the city entrance. Gameplay should be like this: Early game - Infantry squads must fight over the bridge and main city and have to fortify south city entrance against the next vehicle attack wave. Mid game - Trans, Tanks and APC's spawning, heading southcity entrance, picking up troops and make their way to trainstation. Here they build up firebases at the northern and eastern part of trainstation. CAS spawns. Late game - CAS maybe will not survive when the tanksquad haven't their focus on Anti Air vehicles. After Bunker complex got captured, the main attacking force starts heading the factory or whatever it is and the southern trainstation FOB reinforcing the last attacks. Looks well.. Give the bots long delayed mortar batteries and zis-3 cannons for the bunker complex and factory so CAS makes more sense end game and tanks and apc's cannot rush the last flags without airsupport. For a fully 40 player server against 40 bots i suggest following vehicle layout. 4x m1a2 tanks (delayed so infantry have the first fun before the tank starts whoring the battlefield) 2x m2a2 IFV's (delayed, should be used as MECH INF - maybe should make a mech inf rule about LRG layers) 2x TOW humvees (no delay, job is to arive safely the southcity entrance to defend it with help of deployables against the first incoming vehicle waves) 2x Static TOW's (spawns at southcity to help against the vehicle waves) 2x Trans huey's (spawn is triggered when the last cityflag is captured) 2x A10's (triggered by capturing the trainstation. No one stay's and wait in base for their assets. they have to work for it) 2x Logitrucks 6x uparmored 50cal. Humvees (for the early game) CAS choppers doesn't make sense against the amount of enemy AA vehicles. They are to slow in my opinion.
  5. I am Back!

    My Favorite Automatic Rifleman is back. Good to see that your back on duty
  6. Hey my dear Project Reality and Veterans-Gaming friends, today i will post some things about PRBF2 Modding, only to show you how i make things and how you could make things with some advices and help. Last day i'm spending much time in the BF2 Editor and try to create and modify PR content for coop. Sometimes i FAIL (ambush_pco's) and sometimes i'm successfully. Veterans-Gaming proudly presents the MK19 gunner for the abrams tank Dont ask how much times the Editor crashed because my inabilty of attention when renaming codelines or simple forgetting some. Works like a charm and dont looks shitty. I was forced to clone the us_tnk_m1a2_alt tank and the us_tnk_m1a2_alt_M2Cupola machinegun PCO to get this to work. You have to know some things about tanks. Tanks have a turret and the turret has also a Cupola (the M2 gunner seat). Part 1 : Create a folder with the new vehicle name. Go to your C:\Program Files (x86)\Project Reality\Project Reality BF2\mods\pr_edit\objects\vehicles\land\us_tnk_m1a2 and copy/paste the original us_tnk_m1a2_alt templates, into your new folder. We using this templates as base for our modifications. Copy also the us_tnk_m1a2_m2cupola folder into the new folder. This is the 50cal weapon of the machinegunner You can see in the confile that the us_tnk_m1a2_m2cupola codeline is called. We need later for our tank also a new cupola with the MK19 weaponsystem. Original us_tnk_m1a2_alt.con Original us_tnk_m1a2_alt.tweak Before we open the us_tnk_m1a2_alt.con and us_tnk_m1a2_alt.tweak file we rename it to our new name (us_tnk_m1a2_vg.con / us_tnk_m1a2_vg.tweak). Look at my pRo PaInT marks on the pic. Now we open the new us_tnk_m1a2_vg.con file with notepad and using the Search&Replace option (CTRL+H). We search all codelines with the original name us_tnk_m1a2_alt and replace it with the new name us_tnk_m1a2_vg Two codelines should never changed because they calling engine-wise the geometry and collisionmeshes of the vehicle. Our clone still use the same geometries and collision model from the original so dont touch it. ObjectTemplate.collisionMesh us_tnk_m1a2 ObjectTemplate.geometry us_tnk_m1a2 The us_tnk_m1a2_vg.con The us_tnk_m1a2_vg.tweak Everything that had the name us_tnk_m1a2_alt before is changed to us_tnk_m1a2_vg. As you can see, i already choose a name for the us_tnk_m1a2_m2cupola (us_tnk_m1a2_mk19Cupola) the replacement for the M2 machinegunner. The Base at the end of the cupola codeline is a engine mechanic. Part 2 : Now lets make a clone of the us_tnk_m1a2_m2cupola. Here we doing the same Search&Replace method to rename the old codelines that belonged to the name us_tnk_m1a2_m2cupola to us_tnk_m1a2_mk19Cupola Original us_tnk_m1a2_m2cupola.tweak Now we have to look for the part that defines the weapon from the cupola in this tweak. This coloured codelines defines the weaponsystem and the position on the cupola - The M2 This redlined codelines get removed, because the mk19 weaponsystem has already an ammobox attached to it The bluelined codelines get replaced with the right ammobelt and positions. The new weapon define for the cupola lool like this : ObjectTemplate.addTemplate us_agl_mk19 ObjectTemplate.setPosition 0.0769789/0.0750696/0.207385 ObjectTemplate.addTemplate agl_mk19_ammo ObjectTemplate.setPosition -0.270611/0.0785801/0.322726 ObjectTemplate.setRotation 90.9/0/-0.799999 Original us_tnk_m1a2_m2cupola.con Final tweak and con file of the us_tnk_m1a2_mk19cupola
  7. the great rock

    I gave me an idea double: YOu remember the buildings on fallujah that has an basement? All of them has a ladder. If i add to the floor and ladder the NOTinAI option, i could create a special staticObjects.con for coop who will replace that floor and ladder with another floor and stairs and deployment has the original staticobjects.con and coop would have there an staircase that is navmehable. Wer could make the basements for bots accessable.
  8. the great rock

    Can you give more Intel on this for excample what map it is and in what grid/keypad? Is this Iron Ridge? Atleast i have a chance to report that to the mapperteam of PR to get that fixed.
  9. Iron Ridge

    You made a new navmesh for Iron Ridge?
  10. Update

    True story. Really close to a burnout. No time to play. @Double: I found a solution for the houseofpain staircase and how we can navmesh them without that horizintal/vertical/horizontal/vertical navmesh thingy. When we do it like you suggested (chirurgopcial method) you have to add a navstatic as ramp in an 45° angle to the staircase. If you have once this piece of puzzle, it will be perfect. Sidenote: The constructionsite buildings have the same problem with the staircases.
  11. Happy Birthday VETERANS-GAMING

    Happy Birthday =VG= Salute
  12. Hello boys, I'm baaack!

    Welcome back Buddy.
  13. kashan issue

    It is possible but than we have a language problem. If we have one layer usmc vs mec and another layer with polish vs russians, the polish guys would talk english and the russians arabic.
  14. kashan issue

    Sure Semler, the problem with Kashan is that they have only a rallypoint where they can spawn at a bunker. The rest of the bots spawning in vehicles at mainbase. We all know that humans are much quicker in reaching flags with their assets as bots. The reason why the DEVs did it is that the player can play on both sides (US/CAN vs MEC). so no team has an advantage against the other team. Muttrah has the same problem. Each team start only with one flag and they have to capture the neutral flags so 50% of the game is no action. We all know that humans are much faster with their assets as bots. But i see light at the end of this tunnel : The deal is i can do what i want when atleast i do a counter layer for the other side. I will talk with TEDF about this. In my opinion he knows at best what assets on what map can be played and we can also bring back the Opfor events. The Devs are overloaded with work and we all know that they have the focus on deployment. Outlawz and Arab are the only guys i'm aware about who really stand behind COOP, not to forget Melon but he really busy with reallife things.
  15. kashan issue

    There is no need to scratch any maps of PR. Kashan should be turned into something like VehicleWarfare for coop or something similiar. We already lost to many good old maps.
  16. kashan issue

    Thanks Ranger for posting this. Can you give a bit more Intel for me when it crashs. It crashs when it load the map or crash it after a while ingame?
  17. UPDATE 1.5.2 Released

    What ???? I know that we set 1 wall to NOTinAI by my advice (at a mosque building) because the vehicles will stuck there. The vehiclenavmesh go through it but not the infantry navmesh. Doesnt matter. Still working on the staticobjects.con for a new navmesh.
  18. UPDATE 1.5.2 Released

    The main problem is that some spawnpoints (who allows both : human and bots to spawn) are not placed on the navmesh. Not sure yet, but i think the polish faction isn't the problem. 2nd problem but isn't really a problem (for me gamebreaking) : humans can spawn everywhere at each flag without needing any FOB
  19. Arma 3 - Intro

    Next ArmA 3 Event i'm in. Gotten my shit not sorted in time last days.
  20. Hello I'm VODKA Jersans

    Playing with you since i play PR on =VG= coop server. Idk why but i can still remember our first gamesessions on Ramiel back in 2010.
  21. Hey everyone

    Witamy Nightfall, have a nice time here on Veterans-Gaming Hopo i can bother you one day with some new needed soundfiles xD. You an [R-CON] ? FJ
  22. Suggestion for event

    We should never use again our MAIN HORSE to host a events because not of all of our playerbase aren't in the moods, or doesn't know or would join to late because of reallife thingies. We saw what happen lasttime. The player WHO DONT CARE about events joined another server. Events should be hosted on any of the 2 testservers. All we need is more advertizing for such events .... also on PR forums. We are able to make really nice PR coop events with all Vodoo Magic, gadgets etc. A locked server for such events are better because you can do more NICE stuff serverside what belongs to the corefiles (mostly ai things) and custom content that is designed for the events. We could also create our own mappack copies for events what generally give us more freedom. All GPO's could get a setup with all the defaults lines to make later any serverside changes easy for other or future events. We can also create stuff for our purposes only to make events more special. Creating a own event_core_server.zip. When we really want, we can fill up our server with any event. We need only a good reputation for GOOD PR EVENTS or GOOD ARMA EVENTS. I'm generally for more events at all. Who remember the time where we created special campaign medals and ribbons for ArmA2, PR and FH2? I liked that much.
  23. Muttrah AA

    Two good news on that. 1. As [R-CON], i have access to the non-compiled python libraries. 2. After spending today few hours with studying online documentations to get into the brain-fucking mechanics of pythonscripting, i found out how the Dev's scripted it and i think i can do it by my own but first i wait for confirmation if i'm right.
  24. suggetion!!!

    BF2 ai allows 7 kits in total but you cannot set a kitlimit to the bots for some kits. Allowed kit ai's are : Specops.ai Support.ai Sniper.ai Engineer.ai Assault.ai AT.ai Medic.ai The SAI decides how many bots with what kind of kit spawns and they can only choose the kits from the kitselection menu. Simple explained: The SAI compares the offensive/defensive strength from one team and spawn the right stuff for the other team to have a combatstrength of the same level. How this offensive and defensive strength get calculated idk. Some IT flags for vehicles also influence the SAI decisions. Also temperature values and the weapon strength from some weapons getting calculated.
  25. Workshop content

    When you need a workshop with the CROW HUMVEE, ask TEDF and Sydney.