Thread: [BHD:TS] Fix my map.
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Old 08-10-2018, 01:15 AM
Baldo_the_Don is offline Baldo_the_Don
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Wow, so many RPGs...

Lowered enemy accuracy and tweaked engagement ranges.

Increased saves to 9.

I expanded the area triggers to get the teleports working.

Tightened and renumbered waypoints. (Wow, so many waypoints!)

Moved some WPs from list 6 to a new list so the BH has two lists, one brings it in to land, the other leads it out when the hostages mount up.

Changed the BH AI Textfile to H_BHAWMP for the speed (40kmh) and stability (no reaction to being shot), then made it stop using WP Z to avoid mucking about with altitude.

Added a 3D area trigger with the bottom 1m above the LZ and the top 4m above the LZ.

Put the BH in group 4 and triggered its events as group 4 'cause trying to land SSN 790 when it reaches WP 6-1 was not reliable.

So when group 5 is dead, the BH comes in, lands when it reaches WP 6-1, the last WP in that list. It touches down, putting its MEd center point just inside the 3D area trigger. I added an event that sets it immediately to "follow waypoint" and unhides the player's WP Alpha that I inserted to its right side. I also added a 2D area trigger 8 around the player WP.

I added an event that redirects the hostages when each one is within area 8 and group 4 BH is in 3D area 7. They redirect to WP 125-790, which puts them on the BH.

When each of the hostages and the BH are within 3D area 7 (which is 1m above the ground, so they can't be in it until they're on the BH), the BH redirects to WP 8-0, the hostages redirect to WP 0-0, the BH lifts off and goes south. That's where I expanded 3D area 6 to about a 500m square, starting at absolute 24m up to absolute 60m.

When all enemy groups are destroyed and the hostages are up in 3D area 6, blue wins.

So your mission here is small and sloppy, I made it a little less sloppy, and there's an argument to made for .wac controlled "if SSN rides SSN" triggers, but that's a-whole-nother level of sloppy we need not deal with at the moment. This is a decent exercise in mission creation, though.

My opinions:

If it cannot shoot, do not put it on Team Red. Teammates will concentrate fire on the nearest enemy vehicle - which they cannot damage with their rifles, especially when they aim for the vehicles MEd center point on the ground just underneath it - and will ignore the RPG standing just next to it, who will destroy your abysmally stupid teammates. Put vehicles manned by enemies on Team green and in the vehicles' Item Attributes, change the Spinmap Color Override to Invisible.

So. Seven RPGs, ten .50 cal. emplacements, a few dozen AKs, and you're just gonna pull your convoy in and park right in the middle of their overlapping fields of fire?

Ohhhh-kaaaaay...

I made the convoy vehicles indestructible.

I had to lower all enemies' accuracy down to 10 and engagement ranges to 50m, and still needed a few restarts before I memorized the best actions to take: Hold fire 'til the road smoothed out, take out the RPGs right of the cargo truck, switch to the RPG on the pickup, then the .50 cal. gunners far left, far right, back and forth toward center. FINGERS CROSSED!

You put an RPG behind a camo-net bunker and one firing out the side of a flatbed truck. In vanilla BHD, these two effectively murder/suicide when they fire their rockets into their cover. In the mod I like to play, the arm_age I put on the RPGs saves their lives, but they're still useless where they're deployed. Some of the other RPGs are also badly placed. RPGs are tricky to work with.

But you didn't use guided RPGs. I like that!

I hate when mappers use GRPGs against the player. You're not making your mission tough with GRPGs. You're making your mission a stupid "Die, memorize, die again" grind. F*** that. There is no grind in DFBHD. It's the BMS2MIS for you, jerk, see if I don't.

If you set up any encounter in a mission that the player cannot possibly win with just skill and situational awareness the first time they try, you're not a mapper, you're a sadist.

The only waypoint list you need to assign to a team in the Waypoint dialog is the player's waypoints. The "Blue Team Waypoint" and "Red Team Waypoint" check boxes are vestigial attributes left over from earlier NeverLogic games that had different waypoints for each team in MP. I'm not aware that these do anything in DFBHD MP.

Assigning WPs to Team Blue or Team Red in their Item Attributes is not necessary, either. I find that just makes decluttering the view in the MEd less effective.

Anyway, I'm sick of writing now. I didn't hate your map, Seahawk. You have potential.

Advice: If you assign vehicles and/or people to a waypoint list in their Item Attributes, they will also be selected with the right-click "Select this Waypoint List" trick, and any changes you make will possibly screw up the numbering of your waypoints! Prevent this by deactivating the Vehicle and People checkboxes in the "Show:" sidebar before selecting a waypoint list.
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Last edited by Baldo_the_Don; 08-10-2018 at 01:52 AM.
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