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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc.

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  #1  
Old 06-07-2017, 05:59 PM
Guest001 is offline Guest001
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Operation Twilight

COOP
Single Player


A very large and detailed map that has months to go.

There's a Single Player & COOP prelude to the main mission that's almost ready.

Twilight - Prelude

Somewhere in a mountainous Peruvian river delta...

Your men have finished hiding explosives in the enemy missile base.

Use the village on the Southern bank as your base of operations.

Cover their exfil and rescue any captured units on the enemy side of the river.



A custom environment sets the mood.


At dawns first light a full moon shines bringing darkness in shadow with brilliant highlights, see the enemy clearly but watch out the because camo works very well in this atmosphere.

Last edited by Guest001; 06-07-2017 at 09:52 PM.
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  #2  
Old 06-08-2017, 12:55 PM
Creator is offline Creator
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Cool
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  #3  
Old 06-16-2017, 09:22 AM
Scott is offline Scott
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Nice work stomp
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  #4  
Old 06-16-2017, 02:17 PM
Guest001 is offline Guest001
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COOP games won't run a custom environment file so the settings are approximated in the WAC

Code:
;START COOP SETTINGS - test time 0230 - 0500
if eq(curTOD,05:00) and never() then
	consol("Setting Environment")// for debug
	sky(18,20,16)
	sun(0,0,0)
	floor(16,17,16 )
	ceiling(250,255,250)
	ground(6,9,10)
	cloud(120,128,120)
	lightning(30,25,25)
	fog(4,2,3)
	fogtype(0)
	fogdist(1600)
	foglevel(1024)
endif
EDIT:
"I get in this map to test it and end up just wanting to camp out in it - LOL!"

Last edited by Guest001; 06-16-2017 at 02:41 PM.
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  #5  
Old 06-18-2017, 04:23 PM
Guest001 is offline Guest001
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Posts: 4,971

Working on a HUD display that shows mission assists (keeping soldiers alive and eliminating enemy), friendly casualties and an overall team performance rating.


A bit of preliminary stuff...

AI accuracy will respond to variable v50

v50 is the current Team Rating

Code:
//*** COOP SETTINGS ***
if (humans >= 1) then
		accuracyspread = 9
	elseif (humans == 3) or (humans == 4) then
		accuracyspread = 7
	elseif (humans == 5) or (humans == 6) then
		accuracyspread = 5
	elseif (humans == 7) or (humans == 8) then
		accuracyspread = 3
	elseif (humans >= 8) then
		accuracyspread = 1
	end
		sky(18,20,16)
		sun(0,0,0)
		floor(16,17,16 )
		ceiling(250,255,250)
		ground(6,9,10)
		cloud(120,128,120)
		lightning(30,25,25)
		fog(4,2,3)
		fogtype(0)
		fogdist(2000)
		foglevel(1024)
endif
/////////////////////////////////////
//*** SINGLE PLAYER SETTINGS ***
if (humans == 1) then
	if (v50 <= 6) then
		accuracyspread = 9
	elseif  (v50 <= 10) and (v50 >= 5) then
		accuracyspread = 6
	elseif (v50 >= 9) and (v50 <= 20) then
		accuracyspread = 3
	elseif (v50 >= 9) then
		accuracyspread = 1
	end
endif
////////////////////////////////////
The script needs a bit more work to get it going in both SP and COOP.

Last edited by Guest001; 06-18-2017 at 04:49 PM.
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  #6  
Old 01-08-2018, 12:56 PM
Guest001 is offline Guest001
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Posts: 4,971



Having a few hiccups with the mission editor at the moment so I've decided it might be best to hurry this one along.

I don't like splitting maps up or rushing things but I've put plenty of work into it so far.

A large area of the map will be missing but it's still fairly lush and extensive.

Most of all I'm hoping it's difficult for you but also entertaining at the same time...

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  #7  
Old 02-07-2018, 07:57 AM
Oscarmike247 is offline Oscarmike247
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I have never had any luck getting some environment settings in the WAC to work, especially fog color. Is there something you have to do to get it to work?
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  #8  
Old 02-14-2018, 07:46 PM
Guest001 is offline Guest001
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Hi Oscarmike247,

As I briefly pointed out above, the environment files called .ENV are used by the game for setting the environment (you can find them in downloads here and inside the pff's somewhere) you simply place them in the root folder of the game and the editor will load them for selection, but you can also do it in the WAC with the following.


Code:
;flash                  produce a flash of lightning & thunder
;farflash               produce a far away flash of lightning & thunder
;quake(#)               earthquake for # 10th of a seconds
;
;sun(#,#,#)             sets sun rgb    ENV override
;sky(#,#,#)             sets sky rgb
;ground(#,#,#)          sets ground rgb
;ceiling(#,#,#)         sets ceiling rgb
;floor(#,#,#)           sets floor rgb (inside ground)
;lightning(#,#,#)       sets the color of the lightning
;cloud(#,#,#)           sets the cloud color
;gain(#,#,#)            sets the brightness of the whole scene
;
;fogcolor(#,#,#)        set fogcolor to R,G,B, changes in 1 second
;fog(#,#,#)             set fogcolor to R,G,B (same as fogcolor)
;fogtype(#)             set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall
;fogdist(#)             sets fogdist to # meters (same as set(fog,#)
;

You can use any trigger you like to set weather events but the following shows you how to trigger by the time of day in the map.

// The following example triggers when 5 minutes into a game that starts at Midnight.

// Set time
if never() then
tod(00:00)
endif

//Trigger time
if eq(curTOD,00:05) and never() then
endif
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  #9  
Old 02-15-2018, 06:24 AM
Oscarmike247 is offline Oscarmike247
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Posts: 229

Quote:
Originally Posted by stompem View Post
Hi Oscarmike247,

As I briefly pointed out above, the environment files called .ENV are used by the game for setting the environment (you can find them in downloads here and inside the pff's somewhere) you simply place them in the root folder of the game and the editor will load them for selection, but you can also do it in the WAC with the following.


Code:
;flash                  produce a flash of lightning & thunder
;farflash               produce a far away flash of lightning & thunder
;quake(#)               earthquake for # 10th of a seconds
;
;sun(#,#,#)             sets sun rgb    ENV override
;sky(#,#,#)             sets sky rgb
;ground(#,#,#)          sets ground rgb
;ceiling(#,#,#)         sets ceiling rgb
;floor(#,#,#)           sets floor rgb (inside ground)
;lightning(#,#,#)       sets the color of the lightning
;cloud(#,#,#)           sets the cloud color
;gain(#,#,#)            sets the brightness of the whole scene
;
;fogcolor(#,#,#)        set fogcolor to R,G,B, changes in 1 second
;fog(#,#,#)             set fogcolor to R,G,B (same as fogcolor)
;fogtype(#)             set fog type 0=fog, 1=haze, 2=haze wall, 3=fog wall
;fogdist(#)             sets fogdist to # meters (same as set(fog,#)
;

You can use any trigger you like to set weather events but the following shows you how to trigger by the time of day in the map.

// The following example triggers when 5 minutes into a game that starts at Midnight.

// Set time
if never() then
tod(00:00)
endif

//Trigger time
if eq(curTOD,00:05) and never() then
endif

Thanks for the reply. I have used env files with my maps before. I have a few custom ones with my mod even.

What i was saying is that the wac commands for fog color ground color.. etc have never worked for me. The last game they worked in was BHD. now ive not tried them in dfx2 but i know they dont work in dfx or jo.

Do they actually work in dfx2?
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  #10  
Old 01-24-2019, 11:44 AM
Guest001 is offline Guest001
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Posts: 4,971

Almost ready:
Extremely difficult with dual mission strategy, ramping AI and Team rating.
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