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Altitude Defined "Kill All Zone" https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=2518 |
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Author: | VOLTANO [ Thu Dec 14, 2006 6:00 am ] |
Post subject: | Altitude Defined "Kill All Zone" |
In BF1942, DC, DCF, etc, the 'active combat area' is defined in the map's init.con and when you leave that defined area, you are "out of bounds" and begin to lose health and if you stay there too long, you ultimatly have to respawn. The code in the map's init.con is as follows : ( BF1942 - Desert Combat - "DC No Fly Zone" ) game.setActiveCombatArea 0 0 4096 4096 I run this map in the CTF mode and sometimes a flag carrier will get into a jet and fly straight up so high that they remain up there for a very long time and out of reach. ![]() I am sure many of you that play CTF have seen this happen. ![]() ------------ ![]() ![]() This way when someone reaches a certain altitude, the player and the aircraft loses health. I know how a "Death Bubble" works and use it in several maps on my server and from what I understand it is shaped like a sphere or 'bubble' around a given coordinate. ____________________________________________________ ![]() ![]() ![]() ___________________________________ Thank you ![]() ___________________________________ |
Author: | Bullet-ProofMonk [ Thu Dec 14, 2006 10:30 pm ] |
Post subject: | |
I thought that the out of bounds area was defined by the 'out of bounds' material in materialmap.raw. And I always thought that 'active combat area' was just something to say what size of map it was (i.e. large, medium, small). Is any of this right? |
Author: | Why Two Kay [ Thu Dec 14, 2006 11:21 pm ] |
Post subject: | |
It's what identifies how far outside the map is "outside". Go on Omaha, and freecam north of the Axis base. The minimap says you are on the edge, and you get the "warning you are...." message, yet there is a lamppost for no reason. If you open the map is BattleCraft, you will see this lamppost, and all the area near it. That's how the minimap for some maps appear more "zoomed in" than others. The map may be 1024x1024, but the active combat area is only 256x256 |
Author: | Archimonde0_0 [ Fri Dec 15, 2006 12:33 am ] |
Post subject: | |
i believe the sky box can be moved up and down by editing the Skys Offset. Plus you can also had clouds, which can be lowered or raised as well. Perhaps by modding the sky box or clouds, and getting them to the right hight. You Could kill people as soon as the run into these. |
Author: | Bullet-ProofMonk [ Fri Dec 15, 2006 12:37 am ] |
Post subject: | |
I don't think hitting the top of the skybox will kill a player, I will just stop them and add huge resistance. |
Author: | VOLTANO [ Fri Dec 15, 2006 2:37 am ] |
Post subject: | |
Thank you for the insight gentleman. ![]() It's not a 'skybox' question because the skybox is what is rendered above the heightmap and defines the lighting color, angle and brightness. The "active combat area" seems to be defining the 2 dimensional plane area where actual gameplay is valid regardless of the size of the entire heightmap as described by 'Why Two Kay' above. It's like a square box ( or cube ) without a top. I hope that the active combat area can be defined as a closed cube, thereby enclosing or capping the top of the map ( box ). Do any of you knowledgeable modders know how this can be done or know of a map where it has been done ? We tried adding flat static objects ( runways ) to the map in the sky at a defined altitude ( 720.00 ) but because of the multiple objects needed, it caused long loading times. There should be a way to cap or close the top of the map without additional objects, I hope there is. ![]() Thank you all for your help ![]() |
Author: | Zaitsef [ Fri Dec 15, 2006 3:12 pm ] |
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Author: | Bongholio [ Fri Dec 15, 2006 7:55 pm ] |
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