DC No Fly Zone CTF for the Desert Combat 7 mod is one of the best & biggest maps made for DC and now it's even more fun.
With the server sided modding techniques I learned from this website/forum, I have been able to modify the map
DC NFZ CTF ( DC No Fly Zone - Capture The Flag ) into a really good fun map in which
both teams have equalized equipment ( aircraft, weapons & land vehicles ) so that no matter which team you are on, you have access to use your favorite vehicles & weapons.
The jets have been modified to fly a little faster, maneuver and handle a lot better too.
The jet engine speeds have been adjusted so that they all have an average speed variance within a few knots of each other ( they fly at about the same speed ) so that what ever jet you are in during an aerial combat situation ( dogfighting ) you can be sure that it will be a fair fight based on combat flying skills rather than the enemy having a faster jet.
The runways now provide ammo reloads and repairs for the jets for their respective teams.
An additional aircraft ammo supply box is located by the river for quick reloads for extended dogfighting.
The server's
game.rfa has been modified so that every time you grab the enemy flag you get 2 points. ( so if you grab the enemy flag and capture it, you get a total of
12 points )
If you accidently kill a teammate,
NO points are subtracted from your score.
Clicking the "suicide" thingy ( to switch teams, change weapon kit or getting stranded ) will
NOT take away any score points.
If you had to eject out of your aircraft along the river, there are choppers, land vehicles, speed boats ( LCVP with forward & verticle boosters ) and a few jets that spawn by those villages.
To get ammo reloads for your hand weapons just take out your knife.
At the north end of the river there is a two seater BF1942 propeller plane bomber ( AichiVal ) that flies like a jet ( same as Mig-29 & F-15 ) with an increased entry radius ( 6.6 to 10 ) for flag capturing swoop & scoops.
Just imagine grabbing the enemy flag ( 2 points there ) then a few seconds later getting scooped up by a teammate flying it and now you are in the back gunner seat being chased by multiple enemy aircaft shooting at you at high speeds through the vallys while you fire at them in a barrage of close passing air to air missiles flying back and forth fired by them and your teammates while your team closes in with air support during the enemy's non stop pursuit !
The stingers, RPG & SMAW now have a quicker round of fire and reload speed and the projectiles shoot straight. ( gravitymodifier 0 )
Since this is a CTF map and many of you that has played CTF may recall during gameplay, just as you are about to grab the enemy flag or as soon as you have it in your posession all of a sudden, BOOM, someone blasts you with C-4.
It doesn't take much skill to surround the flag with C-4 and detonate it when an enemy player grabs it and one rule of the game server states "no C-4 at flags".
Since there have been so many players putting C-4 at the flags and to promote team handweapon equalization, I removed the default Spec_Ops kit.
( of course every weapon kit is available by using SSM spawners for the kits located in various points near the river )
A lot of players in the server I noticed preferred staying on the Opposition team because they said that they like the PKM and likewise, many liked using the M249 ( US_HeavyAssault ) and stayed on the Coalition team.
So to solve the problem of easily available C-4 ( spawning with the SpecOps kit ) and to provide the PKM & M249 for both teams, I used the following code.
game.setTeamSkin 1 IraqSoldier
game.setKit 1 0 US_Sniper
game.setKit 1 1 Iraq_Assault
game.setKit 1 2 Iraq_AT
game.setKit 1 3 Iraq_HeavyAssault
game.setKit 1 4 Iraq_Support2
game.setKit 1 5 US_HeavyAssault
game.setTeamSkin 2 USSoldier
game.setKit 2 0 US_Sniper
game.setKit 2 1 US_Assault
game.setKit 2 2 US_AT
game.setKit 2 3 US_HeavyAssault
game.setKit 2 4 US_Support2
game.setKit 2 5 Iraq_HeavyAssaultSo if you are on the blue team ( Coalition ) and you want to have the PKM, you would simply spawn choosing the US Special Ops kit and then you would have the PKM.
The same is true in reverse, those on the red team ( Opposition ) that want the M249 choose the Iraq Special Ops kit and they will get the US Heavy Assault rifle.
Of course I could have used a SSM code to remove the C-4 from the SpecOps kit with the
ObjectTemplate.removeTemplate X but there are some applications in the game for using C-4 other than placing it around the flags.
Those who like to use C-4 can acquire the kits that spawn near the river.
Another SSM technique I applied to ALL the maps in my server to help reduce lingering semi useless polygons ( vehicle object's wreck meshes and particle smoke & fire effects that are rendered for sometimes up to a minute from destroyed vehicles ) is by lowering the ammount of time that these wreck meshes live and basically do nothing but get in the way and force everyone connected to the server that can see these "wreck effects" on their screen to have the same extra polygon data transmitted to them by the game server.
All these wreck effects basically equates to a lot of additional files, referance codes, effects templates, textures and animations to be processed by the game engine, the server and your computer then get rendered on your screen while you are in the middle of bombing the crap out of the enemy base which of course creates plenty of wrecked object effects to be transmitted via the internet and it can sometimes result in you getting a lag spike causing you to crash right in the center of the enemy base just as they all spawn and see it.
It makes sense to lower the ammount of data that needs to be processed and by reducing the work load makes the game ( server & clients ) run a lot smoother and quicker.
Using the following code greatly reduces the work load for the game, server and client.
( it works better than I expected in my server and every map runs a lot smoother too )
ObjectTemplate.Active a10_c
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.Active ah64
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.Active ah-6
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.Active BRDM2
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.Active f16
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.Active F-15c
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.Active humvee
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.Active m163
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.Active mig29
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.Active mirage
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.Active SA-19_Pantsyr
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.Active shilka
ObjectTemplate.timetoliveafterdeath 1
ObjectTemplate.Active technical
ObjectTemplate.timetoliveafterdeath 1----------------------------------------
ObjectTemplate.Active ________ <--- any vehicle in map
ObjectTemplate.timetoliveafterdeath ## <--- lower this number = increased server performance & a lot less polygons to be rendered.
By learning so much here I thought if I were to try this code in my server, would it help make it run smoother ? . . . . it sure does.
( me hopes me stumbled upon and created a SSM code thingy that would be a worthy contribution to the SSM world - if not, let me know )
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For those of you that like SSM game servers that provide a good variety of gameplay modes ( COOP, CTF, Conquest ) plus a large map rotation with differant levels of SSM ( heavy modded - COOP maps / equalized modded CTF & Conquest maps ) that are modded logically for fun but not over done, you should check out this game server.
Server name =
Jets and Chopper FunIP =
4.79.145.145Port = 14567
Running mods BF1942, Desert Combat, DC_Final, DC_Extended, Stunts, DC_MrMagoo, VXF Airshow and Paralell World.
All the latest SSM stuff you see here plus a lot more SSM things done that were thought not possible.
Everyone that has played in this server, 99% describe it in one word . . . awesome.
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