Search found 46 matches

by Smithy
Mon Feb 04, 2013 12:14 am
Forum: Public Releases
Topic: The Pathfinders - Normandy (SP)
Replies: 0
Views: 210

The Pathfinders - Normandy (SP)

Hey guys. Been busy with my new job since I last posted on the old thread. But I have finally completed my map! It's set in Normandy, and you're a pathfinder within enemy lines.

Slideshow of up to date screens are here: http://img22.imageshack.us/slideshow/player.php?id=img22/7678/13599355963u9 ...
by Smithy
Mon Feb 04, 2013 12:13 am
Forum: News
Topic: MoH:AA MAP DATABASE (2012)
Replies: 8
Views: 5564

Re: MoH:AA MAP DATABASE (2012)

I've recently released an updated version of my map that is on your site (Normandy). I'm guessing it would be best to replace it with my new one.
by Smithy
Fri Aug 24, 2012 10:19 pm
Forum: Mapping
Topic: corner_nodes
Replies: 12
Views: 2235

Re:

I've started mapping again, and this problem is so god damn annoying! Don't know if you got anything working, Duke. I saw your thread in ModTheatre about this, and the people responding didn't seem to grasp what the issue was. The guy saying he got it working was probably only using a test map with ...
by Smithy
Fri Jul 29, 2011 3:11 pm
Forum: Mapping
Topic: corner_nodes
Replies: 12
Views: 2235

jv_map wrote:Does it make a difference when you set the enemysharerange of both AI's to zero?
I thought this might have helped also, but unfortunately, it makes no difference :(.

Good idea though!
by Smithy
Wed Jul 20, 2011 4:07 pm
Forum: Mapping
Topic: corner_nodes
Replies: 12
Views: 2235

Ah, I'm glad it's not just me that has this issue!

I have actually done some tests and have found out exactly when it doesn't work.

I have created a small "test_corner" map with 2 ai, and 2 corners that they can both shoot around.

Now both the AI do their corner animations, and nothing happens ...
by Smithy
Wed Jul 20, 2011 3:38 pm
Forum: Bragging
Topic: Snowy Forest (SP)
Replies: 7
Views: 767

Thank you Cpt. Duke, really appreciate it! Yeah I too have tried every single player map out there. I can only think of one or two that actually resemble the original campaigns, in terms of detail, enemy placements, etc. I'm not saying my maps are of that quality but I try to recreate that as much ...
by Smithy
Mon Jul 18, 2011 7:59 pm
Forum: Mapping
Topic: corner_nodes
Replies: 12
Views: 2235

I know this is an old topic, but this problem only happens with the expansions. The original Allied Assault does not have this issue.

I checked the coding for the corner scripts in the expansions and they seem to be pretty much the same as the original files.

I noticed the nodes don't work in ...
by Smithy
Mon Jul 18, 2011 7:54 pm
Forum: Bragging
Topic: Snowy Forest (SP)
Replies: 7
Views: 767

Wow, this was a while ago. Since this topic was made I haven't really done much in terms of mapping as university got in the way. But now it's Summer I might start working on this map again. I've already made changes since those screens were posted.

Perhaps more screens will be posted in the near ...
by Smithy
Thu Nov 05, 2009 7:23 pm
Forum: Mapping
Topic: t1l2 Sky
Replies: 1
Views: 853

t1l2 Sky

I'm making a normandy style map, and love the beginning missions of Spearhead, but I can't seem to get the sky from the game to work in my level. I currently have a t1l2 sky box but nothing shows up ingame, it's just fog, as if I have it all sky caulk. I've tried other sky boxes and they work, but ...
by Smithy
Wed Nov 04, 2009 10:58 pm
Forum: Mapping
Topic: Constant health drop
Replies: 4
Views: 1495

I've noticed the dropweapons code only works for spawners, not sure why.

Try dontdropweapons into their key, and pressing space twice (don't enter a value)
by Smithy
Tue Nov 03, 2009 6:15 pm
Forum: Scripting
Topic: How to make Two enemies making a dialogue?
Replies: 4
Views: 1200

Re: How to make Two enemies making a dialogue?

germantalkers:

$talker1 idlesay den_m6l1_614r
$talker1 waittill saydone

wait .1

$talker2 idlesay den_m6l1_615b
$talker2 waittill saydone

wait .25

$talker1 idlesay den_m6l1_616r
$talker1 waittill saydone

wait .5

$talker2 idlesay den_m6l1_617b
$talker2 waittill saydone

wait .1 ...
by Smithy
Tue Nov 03, 2009 6:07 pm
Forum: Mapping
Topic: Constant health drop
Replies: 4
Views: 1495

Re: Constant health drop

(This should be in scripting)


level.nodrophealth = 1


Put that in your code between level waittill prespawn and
level waittill spawn .

And if you don't want them to drop weapons:


level.nodropweapons = 1



Then in the editor, if you want specific enemies to drop health you put in ...
by Smithy
Thu Sep 17, 2009 4:43 pm
Forum: Scripting
Topic: Scripting error!
Replies: 6
Views: 1059

I think exec global/auto.scr includes that. I could be wrong though.


EDIT:

Yeah it does.

main local.script:

if ( level.auto_script_run == 1 )
{
end
}

if ( local.script != NIL )
{
if ( level.script == NIL )
{
level.script = ("maps/" + local.script + ".scr")
}
}

exec global ...
by Smithy
Thu Sep 17, 2009 4:25 pm
Forum: Bragging
Topic: Snowy Forest (SP)
Replies: 7
Views: 767

Awesome, thanks jv_map!

I know what you mean about the dullness that can happen with these maps, I'll be sure to add some different coloured buildings etc to give it more variety.

Yeah SP mapping is usually a rarity for all games with multiplayer, I see it as more fun I guess.

Thanks for the ...
by Smithy
Thu Sep 17, 2009 3:16 pm
Forum: Scripting
Topic: annoying error
Replies: 24
Views: 4542

please people i really want to know how to get this working!!! if u manage to get allied soldiers to follow you AND attack enemy soliders in a single game tell me how you did it, i wont need an error solution if u can tell me!!
:D

Just realised, at the top you said you have 1 ally, this script ...