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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
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Work In Progress: Savage Garden
Going for an arcade - cross - serious BHD.
A Helo Infil with AI that detects your body count and directs the Helo AI as you progress and that's the imagined entry point to an intricately planned enemy complex. Here's the basic map so the community is free to add to it... Last edited by Guest001; 10-23-2015 at 11:58 AM. |
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Good, Stompem. I hope this map will be a huge success. Is it single player. And for which game?
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It has Player Health Regeneration like in DFX2 so the map can be larger and tougher to complete. I've put the basic map here in a semi-complete state as a template, so those in a hurry to get mapping can modify it and make their own version. I'll publish it eventually but it'll more or less be a different map by then of course. Last edited by Guest001; 10-24-2015 at 10:38 PM. |
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I've already fixed about half a dozen minor item alignment mistakes. WP Golf's waypoint advance event was not assigned. The mission ended before I even got to the final waypoint. The enemy foot patrol's waypoint numbers got botched. The technical patrols are confused. Some vehicles spawn 18m - 20m in the air. The exfill is barely working.
The map looks like a fairly rough early draft. I do love complicated helicopter stuff, if it's effective, and it seems to work in this map, though I haven't tested it very thoroughly yet. I like it, so far!
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#5
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So anyone who mods this should come up with something entirely different to anyone else - I hope... |
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I also get the impression that a lot of things that look like mistakes are experiments. Like how high can a technical drop without exploding on impact? 18m for sure, but 20m is too high.
Also, some technicals will move if set to 8 kmh patrol/combat speed, but other technicals will not move at all. I knew that if you want to detach an AI from the minigun in a BH, you can redirect it to WP 0-0, but I was not aware that redirecting to the BH's SSN (WP 125-SSN) would do the same thing. The insert BH breaks its insertion approach to orbit an enemy position if that position is not cleared on the first attempt. The orbit allows for mop up. I think that's good BH work, but I noticed that if you still miss an enemy after the first orbit, the BH still returns to the approach. I tweaked the events so that as long as the position is still hot, the BH continues orbiting, and only returns to approach once the positon is cleared. "Reset has visited flags" is a neat command to have in this case. I really appreciate the experience and planning I see in this map. Last edited by Baldo_the_Don; 10-27-2015 at 01:01 PM. |
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IE the sky lights If you can find where to put them on the embassy I'd appreciate it. It took a long time working out how to place the embassy basement correctly. The stairwells are properly accessible and Tunnels can also be attached. After your comments I've decided to go further with the "Work In Progress". I'm doing this without BIN and/or WAC because of the difficulty I imagine some users may have adding /d to the command line to run them. At least as far as I understand it, that's what you have to do unless you pack the files and it's still not exactly straight forward running a mod. Perhaps we can cooperate in a mission to create some scenario based templates for new BHD mappers. It wouldn't be right to make them learn the hard way like others have in the past - it takes years, we can accelerate that time by making specific missions with clear descriptions and event layouts. Your particular expertise in BHD AI and your ability to trouble-shoot maps would be invaluable. Are you interested? I've started updating the map but would be willing to incorporate all you fixes and suggestions so far. EDIT NOTE: RE: Rest has visited flags - In this case I actually had them in but then removed them to speed things up a bit and the enemy perimeter is vaporized later but if you think it may appear off the mark to the player then I guess they should be back in... Last edited by Guest001; 10-27-2015 at 01:35 AM. |
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Nice work guys
__________________
04' Dodge SRT-4, Mopar Stage 3, 406whp/436wtq |
#9
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Thanks, Scott.
And Stomps, the trick with the russian embassy is a 1m grid with snap on. At least that's what I remember. On this map, I did move the skylights into position (one long wall of each skylight is thicker than the other, watch for that), then in 2D view with extreme zoom and Ctrl+Arrow keys, got it aligned on the X-Y, then aligned the Z in wireframe view with Ctrl+Shift+Arrow Up and Down. Snap to 1m grid, and you can bypass all that work. Well, as long as everything's on the 4 cardinal headings, at least. As for a consolidated tutorial and instruction source for the DFBHDMED... is there really enough of a demand for that? Enough to justify the amount of work it would involve? I kind of tried to update the manual once. Ctrl+Ced the text out of the .pdf, Ctrl+Ved the text into notepad, converted the mess to hypertext, and started adding clickable footnotes. So inefficient. I wasn't even half way through that when I realized the project was more Bondo than sheet metal, you know? I decided to give up trying to roll that particular rock up that particular mountain and just have fun with the game. 'Cause what's needed is a new MED manual, started from scratch, written from the ground up, preferably in sections divided by level of advancement, covering everything from picking a damn .env that works, to explaining that the compass directions for .cin and .end files are all A) twisted 90 degrees clockwise, then B) Reversed. Then you realize that items twist on only two of the three axes anyway, so it's clear that even if you master this ridiculous alchemy that is DFBHD mapping, you STILL can't do such a very basic thing like tip an item sideways a bit because the .exes have no code in them to allow for roll. There's a level of darwinism involved in training good mappers. The game and map editor are so complicated and broken that the casual mapper is very quickly disgruntled into leaving it alone. We masochistic lunatics left over end up finding our own way. The depth of madness necessary to master the MED is a puddle compared to the Mariana Trench of madness required to make it easier for the less mad. I may be lazy, but at least I'm melodramatic. |
#10
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Reworked Event List:
SavageGarden_SPv2-12-1.mis, 10/28/2015, 6:24am Event 0: INITS Event 1: SG 1 - Reached Alpha 1,0 Advance to WP 1,1 Event 2: SG 2 - Reached Bravo 1,1 Advance to WP 1,2 Event 3: SG 3 - Reached Charlie 1,2 Advance to WP 1,3 Event 4: SG 4 - Reached Delta 1,3 Advance to WP 1,4 Event 5: SG 5 - Reached Echo 1,4 Advance to WP 1,5 Event 6: SG 6 - Reached Foxtrot 1,5 Advance to WP 1,6 Event 7: SG 7 - Reached Golf 1,6 Advance to WP 1,7 Event 8: WIN CONDITIONS Event 9: WIN GAME Event 10: TEST MODE ON/OFF = [OFF ] Event 11: Infil - Helo1 WP 9,0 Speed 30 km/h Event 12: Infil - Helo1 WP 9,6 Speed 60 km/h Event 13: Infil - Helo1 WP 9,9 Speed 18 km/h Event 14: Infil - Helo1 Gunners Dismount Event 15: Infil - Helo1 Prepare to land Event 16: Infil - Helo1 Land Event 17: Infil - Helo1 Leave Event 18: Infil - Helo Vaporize Event 19: Exfil - Helo Begin Approach Event 20: AI - Enemy Patrol Inits Event 21: AI - Enemy Attack Area 7 Event 22: AI - Enemy Attack Area 14 Event 23: AI - Enemy Perimeter Grp 54 - Not Dead Event 24: AI - Enemy Perimeter Grp 54 - Dead Event 25: AI - Enemy Perimeter Grp 55 - Not Dead Event 26: AI - Enemy Perimeter Grp 55 - Dead Event 27: AI - Enemy Perimeter Grp 56 - Not Dead Event 28: AI - Enemy Perimeter Grp 56 - Dead Event 29: AI - Enemy Perimeter Grp 57 - Not Dead Event 30: AI - Enemy Perimeter Grp 57 - Dead Event 31: AI - Enemy Perimeter Grp 58 - Not Dead Event 32: AI - Enemy Perimeter Grp 58 - Dead Event 33: AI - Enemy Teleport ssn 1 to tgt 3 Event 34: AI - Enemy Teleport ssn 1 to tgt 4 Event 35: AI - Enemy Teleport ssn 4 to tgt 3 Event 36: AI - Enemy Teleport ssn 3 to tgt 4 |
#11
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This afternoon I had a look at how to trigger dialog in BHD without the WAC.
Don't really have an editor for LWF files but using a binary/hex editor I've got it all working anyway so now it's just a matter of sorting through the wave lists for some generic chatter for the mission. EDIT: The trouble is I've just discovered these files like the WAC, can't be run outside the PFF without the command line argument /d EDIT 2: A solution would be to include all the files and build event conditions and objectives that won't make the mission a load of nonsense or even fail if the additional files are not loaded. Last edited by Guest001; 10-29-2015 at 05:17 AM. |
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UPDATE Savage Garden SP v2.13 |
#13
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Event List for SavageGarden_SPv2-13.mis, 11/24/2015, 18:15 Last edited by Guest001; 11-24-2015 at 03:37 AM. |
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As I'm writing this, the .zip has had 1 view, and I assume that view is me, since I DLed and played the mission yesterday. It still needs a bit of tweaking, but it's building up well.
Should I run through my suggestions here in the thread, or would you rather PM these things? I will put this out: if you have a map with moving vehicles and moving AI, set up events that vaporize the vehicle once it's destroyed. You can't really be sure where those wrecks will end up, and I've seen my fair share of AIs getting blocked by wreckage. Basically, if SSN X is dead, then vaporize SSN X, delayed 15 seconds. Universally in DFBHD, the husk then disappears as the smoke and fire stops.
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#15
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I downloaded it too so the counter must not be working..
__________________
04' Dodge SRT-4, Mopar Stage 3, 406whp/436wtq |
#16
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I generally remove as many groups of objects during the course of a mission as possible but as the BHD engine is extremely robust it's easy to overlook this optimization. After considering your suggestion I will pay a little more attention to removing objects sooner if they become clutter. BTW I don't mind your critique and it's very useful as you may see below so please feel welcome put any comments or suggestions here at any time. --------------------------------------------------------------------- So - I thought I took care of the vehicle wrecks with event 1 but now I see I left out the first 2 Enemy Helos, Groups 13 and 14. Event 1: SG1 - Reached Alpha 1,0 Advance to WP 1,1 Triggers: Group 8 has been destroyed and Group 13 has been destroyed and Group 14 has been destroyed and Group 20 has been destroyed and Group 44 has been destroyed and SSN 1 is dead and SSN 2 is dead Actions: Win Sub Goal 1 Show Win Subgoal 2 Vaporize Group 54 Vaporize Group 55 Vaporize Group 56 Vaporize Group 57 Vaporize Group 58 Vaporize Group 59 Redirect SSN 4 to nearest waypoint in list 22 Change SSN 4 AI : AI state to Follow Waypoint EDIT: Just a note and it's just about the opposite of what we are discussing here and that's regarding decal stay or leaving bodies around for effect... In any scripting language the idea is you make an argument that on "death" the entity will initiate a death sequence or animation and stay or not stay visible. Ideally for this type of optimization and as generally implemented in the more sophisticated game engines, the AI would stay visible for a certain time period but it won't disappear until you look away... Not so here I think and to make things a bit harder the BHD Engine has this part of the AI behaviour hard coded, so you need to undertake the manually scripted operations you have described above. Now getting back to the MEd and mainly for the benefit of mappers other than you Baldo, you can get the effect of bodies laying around using the following: Event 0: AI - Enemy - Dead Bodies Delay event 5 seconds Triggers: SSN 1 is dead Actions: Change SSN 1 AI : use Autonomous Behavior LOL - I know the meaning of "Use Autonomous Behaviour" is reversed but... Autonomous behaviour 1. The ability to function in an independent fashion. Last edited by Guest001; 11-24-2015 at 01:21 PM. |
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