Remagen bridge

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nevux
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Remagen bridge

Beitrag von nevux »

howdy.. im running multiple projects simultaneously again..

The reason for picking this scenario was mostly inspired by my desire to build a map that can feature vehicles like the Jagdtiger/sturmtiger and Pershing without realism going totally overboard. I know probably non of these vehicles were actually involved in the battle for the Remagen bridge.. but the fighing in this area and period in the war probably comes closest to a setting that would justify including these units.

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-Barbarossa-
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Re: Remagen bridge

Beitrag von -Barbarossa- »

Nice one! You can easily indetify that the pictures show the remagen-bridge, especially with the bridge-towers. Good work!
Das Leben ist kein Frankreichfeldzug.
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nevux
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Re: Remagen bridge

Beitrag von nevux »

.
Zuletzt geändert von nevux am 14.10.2010, 17:53, insgesamt 1-mal geändert.
Madmax223
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Re: Remagen bridge

Beitrag von Madmax223 »

perfect as always ;)
Green Devil
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Re: Remagen bridge

Beitrag von Green Devil »

Hi nevux military18 !

Also ich liebe ja Brücken - Karten. Und ich muß sagen, daß dir das Modell der Remagen - Brücke ganz besonders gut gelungen ist (besonders die Brücken - Türmchen - genau wie beim Original!).

Hast du für die Karte auch Alternativwege eingeplant?

Werd die Karte (bzw. den Thread darüber) im Auge behalten. Sieht auf jedenfall schonmal vielversprechend aus!

MfG - GREEN DEVIL military18
nevux
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Re: Remagen bridge

Beitrag von nevux »

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nevux
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Re: Remagen bridge

Beitrag von nevux »

I've rearranged the map so it fits the new scenario I have in mind for it. In stead of capturing the bridge, the mission now has the player expand the bridgehead after the capture. this is probably more exciting because it combines offensive and defensive gameplay as well as offers a historical context that is more credible. Most of the fighting around Remagen took place after the bridge had been captured..

Thank god for copy/paste
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Madmax223
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Re: Remagen bridge

Beitrag von Madmax223 »

The hill in the center of the map looks awesome!
nevux
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Re: Remagen bridge

Beitrag von nevux »

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Zuletzt geändert von nevux am 03.12.2010, 11:05, insgesamt 1-mal geändert.
nevux
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Re: Remagen bridge

Beitrag von nevux »

More realistic looking river water:

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Madmax223
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Re: Remagen bridge

Beitrag von Madmax223 »

Don't know what to say ;)...just incredible
Green Devil
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Re: Remagen bridge

Beitrag von Green Devil »

Hi nevux military18 !

Your Remagen - Map lookin´ nicer from day to day. Great work!!!

MfG - GREEN DEVIL military18
nevux
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Re: Remagen bridge

Beitrag von nevux »

Hi peeps

I've run into some difficulties at the scripting front. Maybe someone reading this can help me out. Im pretty sure im doing the right thing and all should be working fine theoretically.. but obviously it's not.

I want part of the map around a specific marker to be revealed to the enemy given that a set of conditions X is met.

For the action part of the script I added a single string..which i believe should be all that is needed to get it going.. here it is:

:shock: Show zone around marker X with radius Y to player Z :shock:


Ok.. screw the set of conditions and lets replace it with 'mission start' just to make sure it's working. Well... nothings happening. Of course I changed the action so that the zone around radius is revealed to the player to verify that the revealing actually happens.

Oh and.. of course I didnt forget to place the marker# -specified in the condition- on the map.

What the heck am I doing wrong here?
Madmax223
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Re: Remagen bridge

Beitrag von Madmax223 »

Are u sure, that you have selected the correct marker and the wanted marker is also used on the map ? ;) Otherwise it should work
nevux
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Re: Remagen bridge

Beitrag von nevux »

Yep.. seems to me like the editor is working its magic again.. If i set the radius to be larger then 1000 it simply crashes while loading the map.

It just adds to the bizar stuff ive witnessed in the editor lately... V2 rockets that just lift off randomly and vanish from the map.. units with no behaviour settings starting to wander about... just plain WEIRD.

Ill just have to work my way around it using trigger based execution of scouts
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