BF mod: Area51 Ver 2.20

Full Game Conversions and Custom maps

Re: BF mod: Area51 Ver 2.20

Postby Vilespring » Thu Jul 25, 2013 2:35 am

Well, It was unique. That was the big one. The ideas of the vehicles, and weapons, ere very good. I saw some great potential.
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Re: BF mod: Area51 Ver 2.20

Postby Swaffy » Thu Jul 25, 2013 3:17 pm

Vilespring wrote:Well, It was unique. That was the big one. The ideas of the vehicles, and weapons, ere very good. I saw some great potential.

I agree, the creativity was quite high in it. At least that's what it felt like. I want to drive those planes/tanks that BotHunter posted up. 8-)
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Re: BF mod: Area51 Ver 2.20

Postby Vilespring » Thu Jul 25, 2013 7:15 pm

Swaffy wrote:I agree, the creativity was quite high in it. At least that's what it felt like. I want to drive those planes/tanks that BotHunter posted up. 8-)


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Re: BF mod: Area51 Ver 2.20

Postby BotHunter » Fri Jul 26, 2013 4:26 pm

Heh Heh!! :lol: Yes the are quite strong! But two normal tanks would be a small challenge and three would be quite the match!! :D
I will be posting this mod soon! (God willing) Maybe in the next week?
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Re: BF mod: Area51 Ver 2.20

Postby BotHunter » Tue Jul 30, 2013 11:11 pm

Hey all!! Badbug and me are going to release this mod again!! This is version 0.02 (Or the first version :) ) Please tell us what you think!! Give suggestions ect!!
I'm still working on the vid for this version :lol:

Here is the link: http://www.mediafire.com/download/5h98w ... rea_51.exe
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Re: BF mod: Area51 Ver 2.20

Postby Vilespring » Wed Jul 31, 2013 5:01 am

I have some things to say. I could only play it for a bit.
1. vehicle engines are LOUD.
3. main menu music has a static "SHH" in it a few times. (Music is pretty cool. Typing this as I listen to it. :))
2. US heavy tank ROF is too high.
3. this isn't right. (doesn't collide with bunker mesh.)

4. This will help the US heavy ROF problem.
Code: Select all
rem *** US_Heavy_TankGunBarrel ***
ObjectTemplate.create FireArms US_Heavy_TankGunBarrel
ObjectTemplate.setNetworkableInfo TankFireArmInfo
ObjectTemplate.loadSoundScript /Sounds/T34Cannon.ssc
ObjectTemplate.geometry US_Heavy_Tank_Barrel_M1
ObjectTemplate.aiTemplate US_Heavy_TankMainGun
rem
ObjectTemplate.addTemplate e_MuzzPanz
ObjectTemplate.setPosition -0.5/0/3
ObjectTemplate.setRotation -179.999/0/0
ObjectTemplate.addTemplate e_MuzzPanz
ObjectTemplate.setPosition 0.5/0/3
ObjectTemplate.setRotation -179.999/0/0
rem
ObjectTemplate.projectileTemplate US_Heavy_TankProjectile
ObjectTemplate.projectilePosition 0/0/1
ObjectTemplate.addFireArmsPosition -0.5/0/3.93 0.1/0/0
ObjectTemplate.addFireArmsPosition 0.5/0/3.93 -0.1/0/0
ObjectTemplate.magSize 2
ObjectTemplate.numOfMag 30
ObjectTemplate.velocity 700
ObjectTemplate.autoReload 1
ObjectTemplate.reloadtime 3
ObjectTemplate.roundOfFire 2
ObjectTemplate.fireingForce 50
ObjectTemplate.recoilSpeed 5
ObjectTemplate.recoilSize 20
ObjectTemplate.setAsynchronyFire 1

rem *** US_Heavy_TankDummyGunBarrel ***
ObjectTemplate.create FireArms US_Heavy_TankDummyGunBarrel
ObjectTemplate.setNetworkableInfo TankFireArmInfo
ObjectTemplate.loadSoundScript /Sounds/T34Cannon.ssc
ObjectTemplate.aiTemplate US_Heavy_TankMainGun
ObjectTemplate.projectileTemplate KnifeProjectile
ObjectTemplate.visibleBarrelTemplate e_MuzzPanz
ObjectTemplate.addFireArmsPosition 0.5/0/-3.93 0.1/0/0
ObjectTemplate.addFireArmsPosition -0.5/0/-3.93 -0.1/0/0
ObjectTemplate.magSize 2
ObjectTemplate.numOfMag 30
ObjectTemplate.velocity 700
ObjectTemplate.autoReload 1
ObjectTemplate.reloadtime 3
ObjectTemplate.roundOfFire 2
ObjectTemplate.fireingForce 0
ObjectTemplate.recoilSpeed 0
ObjectTemplate.recoilSize 0
ObjectTemplate.setAsynchronyFire 1

rem *** US_Heavy_TankGunBase ***
ObjectTemplate.create RotationalBundle US_Heavy_TankGunBase
ObjectTemplate.setNetworkableInfo T34GunInfo
ObjectTemplate.setAttachToListener 1
ObjectTemplate.loadSoundScript Sounds/T34GunBase.ssc
ObjectTemplate.addTemplate lodUS_Heavy_TankCockpit
ObjectTemplate.addTemplate US_Heavy_TankGunBarrel
ObjectTemplate.addTemplate US_Heavy_TankDummyGunBarrel
ObjectTemplate.setRotation 180/0/0
ObjectTemplate.addTemplate US_Heavy_TankCamera
ObjectTemplate.setPosition 0/-.25/0.04
ObjectTemplate.setMinRotation 0/-20/0
ObjectTemplate.setMaxRotation 0/5/0
ObjectTemplate.setMaxSpeed 15/15/0
ObjectTemplate.setAcceleration 0/1000/0
ObjectTemplate.setInputToPitch c_PIMouseLookY


5. The axis heavy tank has good ROF. I can see the guns firing a little off-set, like my modified code for the US heavy. (please try it. Don't just throw it out.) Also, no need for the smoke effect, it's a laser. If it would have an effect, it would be a red energy ball ;)
6. axis heavy tank coax MG doesn't work.
7. allied medic gun has a really good scope. (please detect the sarcasm) it is all grey. can't see a thing.
8. ALL anti-tank weapons are as OP as hell. I just camp on a hill and fling rockets every where.

(if this helped a lot, I would be happy. I would also like to join your dev- team. :D)

EDIT - I know you kinda scraped it together for testing, but the new tanks could do with some unique tracks, and vehicle icons.
EDIT #2 I think it is a bad idea to modify the tracks and keep the same names, because vanilla vehicles do not look right because their treads have been edited. It would not be a bad idea to make your modified track to have a different name. I see no reason to omit vanilla vehicles. By the way I've been snooping around the mod a bit, I think it should still have vanilla vehicles, but they are nothing when put up against their top secret counter-part. Like, for example, I would like a sherman supporting my infantry assault, because nothing (except your OP rocket launcher, please fix that :) ) can harm it. But when the german prototype super-infantry-support-tank rolls along, the thing is dead meat. A heavy will make short work of it too. EACH individual shot is a 1 shot kill. back, side, front, doesn't matter. I think that is good, I just think vanilla vehicles should be still there for cannon fodder.
EDIT #3 modified the code to the dummy gun. made an error where the muzzle flash was on the wrong gun. :lol:
EDIT #4 I noticed this on the US heavy tank, the T34 Russian medium tank's gun mantlet is on it. If you don't know what I mean, here it is.
Code: Select all
rem *** US_Heavy_TankCockpitExternal ***
ObjectTemplate.create SimpleObject US_Heavy_TankCockpitExternal
ObjectTemplate.geometry T34_Canon1_M1
ObjectTemplate.hasCollisionPhysics 1
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Area 51: http://battlefieldarea51mod.weebly.com/

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Re: BF mod: Area51 Ver 2.20

Postby mistamontiel » Thu Aug 01, 2013 9:44 am

That installer package lol. I think Apache used that before

There's zero compression, next update should be in .rar archive bra !! It'll shrink the size like double shrunken

Anyways, thanks !! About to give this a whirl, when I awake, I see there's some new maps
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Re: BF mod: Area51 Ver 2.20

Postby BotHunter » Thu Aug 01, 2013 11:50 pm

Vilespring! You mentioned you wanted to join our Dev- team? That would be awesome!
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Re: BF mod: Area51 Ver 2.20

Postby Vilespring » Fri Aug 02, 2013 2:44 am

code. just code. anything else and I would die. :lol: Well, I just don't know how. :oops:
I have devoted so much time to modifying the tanks in your mod. :lol:
BTW, I can only do land vehicles, and I cannot do anything to hand weapons except balance tweaks.

So, in a nut shell, I'm in! :D

P.S. did you try the new tank code? :D
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Area 51: http://battlefieldarea51mod.weebly.com/

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Re: BF mod: Area51 Ver 2.20

Postby BotHunter » Fri Aug 02, 2013 4:35 pm

Thats amazing! The Tanks are basically what I can't do. I can never get them just right!
Oh an No I haven't tried the tank code, but I'm looking forward to very soon!

PS Currently I'm working on a Mech. If you could write up a list of issues that the mod has, that would be great!

PPS You should try out the Setons cluch map. (And go axis) The US attack with Soo many tanks! :)

PPPS Can you see about fixing the Ax_Heavy tank? None of the bots ever get into it :? I don't know whats up.
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