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Messages - JohannBrahms

Pages: 1 2 3 ... 5
1
Red and Blue 1936 / Re: Back to work[New units and armoured car]
« on: March 09, 2017, 09:04:41 am »

2
Mapping / Re: L*Empereur's Maps (Deathmatch map photo preview)
« on: April 05, 2016, 07:57:13 am »
All three look really well done, my only constructive criticism would be that in future you might want to try to use mountains that are less steep- really steep mountains "drag" the texture over a large area, you might instead use barriers (NOT "ai_barrier" but "barrier_20m, etc.") and mountains that aren't as steep.

3
Mapping / Motwood Valley (TDM or deathmatch)
« on: March 31, 2016, 10:21:58 pm »
Edit: Please note the download link is in the description of the Youtube video.



It's important to note that the video was made before I "compressed" the map- I placed the Spanish village (seen on the right) closer to the rest of the map.

This map was made for a Zombies server but it could function (in its current state) as a team deathmatch or deathmatch map just as well. By the way, the "mansion" (a fairly large home I made with its own interior but only 3 rooms) is still there, but you can't see it in the above screenshot. 

It should go without saying but I made it impossible (via quite large barriers) to climb the sides of the mountains or go outside of the map. Do you see the rope bridge in nearest the perspective of the camera in the picture above? A little bit "closer" to the camera (but out of the window of view) is a river that goes around a bend in the mountains- you can't walk through that either. I made certain that people can't get on those high mountain ledges, it wouldn't be fair to have rifleman sitting on all these high ledges that take 2 minutes to climb while everyone else fights, though those barriers were originally placed to make sure humans on the zombies server didn't all hide on some high mountain ledge away from everyone else.


4
General Discussion / Re: A Plan To Revive NA1?
« on: March 27, 2016, 01:48:53 pm »
It's gonna stay dead if it stays on medium, I refuse to play on that shitty setting.  ;)

5
Betty the Bomber is a giant troll from what I've seen and heard, so I'm tempted to look through the script and see how it ruins the server but I'm not sure I'm foolish enough to to even download the file.

6
Official Servers Bans & Unbans / Ban Request [45e]Cdt_Festive~
« on: February 05, 2016, 11:11:25 pm »
Name of the server you were on: NW_Official_NA1
Name of the person causing trouble: [45e]Cdt_Festive~
Nature of their offense: TKing and leaving for no reason other than positively epic trolling
Time and date of their offense: February 5th, 2016, 4:40PM EST
If needed, what your relationship was to the offense in question: Victim. I didn't provoke the attack, beyond moonlighting as a retarded person (in chat.)
Any proof if you have it, For instance screenshots. (use spoilers!):
Spoiler
Start of round, he looks like he's trying to team wound me (chasing me when I go off course, fired at me at round start)


Still chasing me



Here's the scoreboard, proof there wasn't many valid targets to mistake me with, and also I wasn't near any when I was killed




Breaks off to fight enemy, I dismounted the opponent and let Festive finish him off, did not injure Festive at all (not even unintentionally, nor did I TW him in past rounds, not even by accident)


Chasing me again after my remark about kill stealing, not that I particularly cared with all of 5 players online


First hit on me


Teamkill


He left

[close]

7
Modifications / Re: Casualty Report Removal
« on: January 20, 2016, 03:47:35 am »
Is there a server-side script that will disable the casualty board? If so, is anyone willing to make one? I'm planning a small murder-mystery event that would be ruined by casualty reports. Thanks in advance.

You can't turn off casualty report server-side, but as always there is a trick you can do. Out of top of my mind, something like this should work:

-module_mission_templates: alter ti_on_agent_hit trigger for the mission template, adding stuff at bottom of "# run on server (try_begin)," code block, just before "(try_end)"
--check if damage made is greater than HP of agent being damaged
--if it is, do damage of same amount to the agent without specifying attacker agent (use agent_deliver_damage_to_agent and set attacker agent to be 0)
--change initial attack damage to 0 by using set_trigger_result

Last two items mentioned above will show a player died but won't display the name of the killer, nor will he get a kill on scoreboard. Of course if you want server to know who actual killer is you would also store his agent id somewhere or assign a value to one of his agent slots.
Thanks! That's exactly what I needed.
NOICE WORK

8
Servers / Re: NW Siege NA - Sponsored by Tall Beast Gaming
« on: January 16, 2016, 05:31:44 pm »

9
General Discussion / Re: How to Get people to join your Regiment!
« on: January 16, 2016, 04:43:46 am »
I found quite a few methods to get people to join.
First of all I usually ask my principle to do my daily recruitment message for my regiment. It usually goes along the lines of, "Hello everyone, I run a hardcore regiment with strict discipline and standards. We use PTS in all of our events and offer an artillery company in addition to our line." This usually gets around 30 recruits a week as people are entranced by the idea just like in any normal high school.
::)

10
Servers / Re: ♜ Minisiege
« on: January 16, 2016, 04:02:12 am »
Hey minisiege people https://www.fsegames.eu/forum/index.php?topic=28508.0

Consider it :O pls.

11
Mapping / Re: Siege Map I made
« on: January 15, 2016, 08:22:36 pm »
Alright, feel free to use this map guys. I've tested the doors, they open for defenders, don't open for Frenchies, flag spawns where it's supposed to, spawns worked when I tested them. Cannons spawn their ammo, presumably this means they work.

Album has been updated: https://i.imgur.com/a/vTpU4

Here's the terrain code. 0x000000013000248000030cc3000041ef00005ae800003c55


edit: fucking forgot the download ayy lmao https://www.dropbox.com/s/fisyu3dfcdpg3ly/scn_mp_custom_map_13.sco?dl=0

12
News & Announcements / Re: Developer Blog 27 - Alpha Released!
« on: January 15, 2016, 03:47:58 pm »
Is the game optimized well :I?

13
Mapping / Siege Map I made
« on: January 15, 2016, 01:37:47 pm »
After having made several maps that were un-playable due to their size and prop count (big file) I've decided to make a map with a simple easy idea. It's just over 100kb right now.



Album: https://i.imgur.com/a/vTpU4 (contains old pictures)

This is a siege map. The attackers spawn in a little cave (top right corner 2nd pic). They can go the long way around with a lot of cover (left side 2nd pic), or they can go a short way around (right side 2nd pic) that has less cover but also has a siege ladder to cross onto the defender's little island about 3/4ths the way through.

I am considering adding a little wooden rampart at the "front" of the island (the part of the defender island closest to you in the 1st pic) so the defenders can spawn there. Currently, they spawn outside of and behind the tiny square wooden redoubt. This might make it a bit too difficult for the attackers, what do you guys think? Maybe just give defenders a high respawn time since they spawn so close to the action?


I'll put the map up for free use as soon as I've finished testing it (I haven't tested the spawns since I rearranged them, or tested the door into the redoubt.)

14
General Discussion / Re: Player Biography, post yours now!
« on: October 22, 2015, 05:42:05 pm »
Have you done anything notable? Beeing Co Leader of one of the best known german Regiments, Hosting several Events in the german Community.

Well I've never heard of it.

15
Modifications / Re: Changing hat variables for a unit
« on: October 18, 2015, 02:36:58 am »
I'm trying to make a custon uniform for the landwehr.
I'm working with openbrf and from what I realized the officer and the ranker uses the same variation of hats.
Is it possible to say for exemple I want the officer to use the hat1 and the rankers to use the hat2, cause right now, If I am not mistaken, they both use the 2 hats in a variation.
Is it even possible and where could I do that?
Do you have hte module system and python and notepad++?

If so, try checking out module_troops or whatever, you might be able to do it there.

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