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  3. NickMBR

Posts by NickMBR

  • Guadalcanal (Offensive)

    • NickMBR
    • November 3, 2016 at 7:00 PM

    Fellows,

    Just to let you know, I won't be able to participate on this contest anymore, due to not having the time I was hoping for on October. I think I'll use some of the assets I've already set-up for this project onto another one, but sadly I can't finish this map in time.

    The maps being done are really good ! Good luck for all entrants and keep up the awesome work !

  • Ramelle (Offensive)

    • NickMBR
    • September 29, 2016 at 11:28 PM

    Nice idea, you can do it ! I recommend doing a heavy search on the cities around normandy since they follow almost the same architecture of that area in France.

    I've searched a little and found some pics that can help you have a general idea:

    [Blocked Image: https://upload.wikimedia.org/wikipedia/comm…glish-coast.jpg]

    [Blocked Image: http://media.moddb.com/cache/images/m…/mappromo_4.jpg]

    this is a mod for Arma2: http://www.moddb.com/mods/invasion-19441/images

    [Blocked Image: http://forgottenhope.warumdarum.de/screenshotsfh2…/ramelle_06.jpg]

    This one also follow the same name of your map, so I think it's not a problem at all. http://forgottenhope.warumdarum.de/fh2_maps.php?map=30

    Keep up and good luck !

  • Guadalcanal (Offensive)

    • NickMBR
    • September 29, 2016 at 9:36 PM

    Yeah, I made the icon like that but it didn't looked so good, I think I'll use those on the maps as a model.

  • Day of Infamy Mapping Contest Discussion

    • NickMBR
    • September 29, 2016 at 8:59 PM

    After messing around with theaters I think I broke something, now the bots can't attack the opposing team, even without a theater override.. It's all default (americans vs axis) and they don't attack each other. am I doing somehting wrong ?

    The map config file:

    Quote

    Quote "offensive" { "TeamOne" "axis" "TeamTwo" "americans" "AttackingTeam" "TEAM_ONE"

    }

    I just tested with the official maps, same problem, did I or it broke after the update?

  • Guadalcanal (Offensive)

    • NickMBR
    • September 29, 2016 at 8:52 PM

    Alright ! Got the logo and name working just with the theater script and the "mp_theater_override" command, made a decent logo with alpha, but sadly I can't include a team on the theater that doesn't exists on the game's source code, I can only override an existing team.

    The new logo for Japan:

    [Blocked Image: http://i.imgur.com/oqdF5rc.png]

    and the Team/Squad selection menu:

    [Blocked Image: http://i.imgur.com/y70gT6n.jpg]

    That works imo, what do you think ?

  • Guadalcanal (Offensive)

    • NickMBR
    • September 29, 2016 at 2:00 AM

    After some digging in the scripts folder in misc.vpk I found some theaters that can add teams/weapons/models/classes into the game.

    I didn't test if I can override those with the "mp_theater_override" command to run only on the map, but I made a logo on paint, a entry on "resource/doi_english.txt" to display "Imperial Japanese Army" and a theater script with the team "japanese" with the paths for both the logo and the text.

    This is the result I got:

    [Blocked Image: http://i.imgur.com/RNWxLuQ.jpg]

    I'm not sure where that commonwealth logo came from, but I'm just testing this out.. Oh and uh, for some reason, the bots that spawned on the Japanese team had no weapons:

    [Blocked Image: http://i.imgur.com/ggARI3H.jpg]

  • Guadalcanal (Offensive)

    • NickMBR
    • September 28, 2016 at 7:07 AM
    Quote from ashton93

    12 minutes ago, ashton93 said: Sounds very cool, but isn't it a pretty big problem for this map that the Japanese army isnt a faction in the game? (at least so far)

    Well, I was thinking in making some basic skins for the imperial army and maybe some logos, but this is as far as I can go from what I could see on the script side of DoI, but I'll dig further. I would love to see the imperial jap army included.

  • Guadalcanal (Offensive)

    • NickMBR
    • September 28, 2016 at 2:11 AM

    Hello guys! I decided do bring a very ambitious idea to DOI. This is the setting I`m hoping to bring to life:

    GUADALCANAL - Solomon Islands - October 1942

    Quote

    Quote In the battle, U.S. Marine and Army forces, repulsed an attack by the Japanese 17th Army. The U.S. forces were defending the Lunga perimeter, which guarded Henderson Field on Guadalcanal, that had been captured from the Japanese by the Allies in landings on Guadalcanal on 7 August 1942. Hyakutake's force was sent to Guadalcanal in response to the Allied landings with the mission of recapturing the airfield and driving the Allied forces off of the island.

    Hyakutake's soldiers conducted numerous assaults over three days at various locations around the Lunga perimeter, all repulsed with heavy Japanese losses. At the same time, Allied aircraft operating from Henderson Field successfully defended U.S. positions on Guadalcanal from attacks by Japanese naval air and sea forces.

    On this map, I'm planning to make a very dense and narrow forest around the Henderson Field with some photo references:

    [Blocked Image: http://i.imgur.com/FMcq4oV.png]

    [Blocked Image: https://hystoricus.files.wordpress.com/2013/04/battaglia-di-edsons-ridge.jpg]

    The airfield is way to open and large to recreate on scale, so I'm planning to reduce the size of the airfield, as it was "under construction" on that time, and with that some fresh cut trees. At first I wanted to create a forest battle, with rivers and high bushes, but I still don't know where to start if I were to make that. Maybe before the airfield, crossing a river inside the forest, capturing points and then proceeding to capture the airfield, if that makes any sense.

    Features:

    • Planes crossing the sky and dropping bombs on random locations outside the battle zone
    • Usable heavy machine guns and mortars (?)
    • More...

    Teams: USA vs JAPAN

    Layout:

    Not done yet, but since this is an offensive map, it'll start on the dense forest, with the USA defending the first point on a river of somekind inside the perimiter of the airfield, the last point will be inside the airfield.

    Covers and Lines of Fire:

    Covers will consist of high trees, bushes, sand bags, river beds and rocks. The lines of fire still need some heavy planning.

    This is what I have for now, I'll be posting updates as soon as I make something!

  • [HELP] Check which team won the round

    • NickMBR
    • November 28, 2014 at 9:47 PM

    There's some entities that keep their last values between rounds, like func_brush(es)


    Anyway thanks for the help !

  • [HELP] Check which team won the round

    • NickMBR
    • November 26, 2014 at 12:18 PM

    Well, the eventlistener just runs the round_end when the team filter is "don't care", it don't fire when the filter is team(orange) or (blue).


    I did almost the same thing you did in this test map, the difference is that I was using the team filter.


    I know that the round_end event returns 3 vars:


    (byte) Winner Team

    (byte) Reason

    (string) Round End Message


    Is there any way I can read the logic_eventlistener inside the Vscript and get this vars ?


    BTW, the trigger_multiple with the filter_activator_team for both teams can do the trick for a while, as it takes only 4 entities and the rest the vscript will handle.


    Thank you !

  • [HELP] Check which team won the round

    • NickMBR
    • November 25, 2014 at 5:53 PM

    As I said, it's pretty simple, round ends when the all players of one of the teams die. I don't know yet if I'll make them respawn, but let's say they spawn only once.


    More detailed, at the end of each round, check which team won, if it's the CT, then run a function called CTWon() incrementing a count var to make changes in the future. Same thing with the TR's using a function TRWon() also incrementing/decrementing as they won or lose.


    This functions will then be called when they reach a certain value in the count vars, making the map changes for the next round. Using for example func_brushes, wall_toggles, EntFire, EntSpawn, PropSpawn, etc.


    For example, the CT's won 3 consecutives rounds, incrementing a value of 1 each, the count var will have 3, when the 3 is compared in the Vscript, it will them make changes to the map. What happens if they lose ? Decrement a value of one. Same for the Tr's.


    I can run functions with the logic_eventlistener but not the one that I need, that is the "round_end" one.


    L4D2 has a OnGameEvent_Event_x function, not implemented in CSGO tho.


    Hope you understand.

  • [HELP] Check which team won the round

    • NickMBR
    • November 25, 2014 at 9:18 AM
    Quote from Spherix

    I read/replied to your question on Facepunch; if you would be so kind as to explain what gamemode and such you have in mind, then I can probably write the Vscript needed for you. A simple snippet won't be helpful if I have no idea how you plan on ending rounds.


    Thanks,


    What I want to do is simple, I want to check which team won the round. The gamemode is custom, so it can't run on events like bomb_defused or bomb_exploded (same for hostage/vip/gg)


    For example, if CT won the round then it increments a var "CTWinnings", when it reachs certain value it starts to modify the map via entfire and propspawn functions.


    I don't want to force a round to end, what I want is simple to check which team won.


    I'd tried to use the events like round_end and the logic_eventlistener but it don't work. Only works with other game events when the round is active.

  • [HELP] Check which team won the round

    • NickMBR
    • November 25, 2014 at 7:35 AM

    Sorry, didn't specify the game, it's for CSGO.

  • [HELP] Check which team won the round

    • NickMBR
    • November 25, 2014 at 3:46 AM

    I'm trying to create a map that adjust itself based on the number of victories of each team. (CSGO SDK)


    For this I need to run a vscript file at every round checking which team won.

    I tried to use the logic_eventlistener using the event "round_end" and running a vscript file with no sucess.

    It works with a event that happen more often, like "bullet impact" but not with round_end.


    Is there any way I can check the team than won at the end of each round ?

  • DE_SEASON

    • NickMBR
    • October 5, 2014 at 8:59 PM

    Just one word, AWESOME !


    Loving every unit of this map, every place is unique and has this feeling that I'm in there. The sense of scale and immersion in this map is purely amazing.


    Congratz FMPONE and TED for this release, going to test it right now.


    PS.: The donwload link is linking me to the Crown map.

  • DE_FACTORY

    • NickMBR
    • June 8, 2014 at 11:06 AM

    Made a small update to the map !


    08/06/2014


    - Added more clips to prevent player blocking.

    - Added soundscapes and ambient sounds.- Fixed func_details as world brushes.- Minor texture changes.- Double doors at tunnels now open at the same time.- Connector door to Bombsite A is now wider.- Removed the vent of the center wall at TSpawn/Mid. Leave some feedback if possible !

  • DE_FACTORY

    • NickMBR
    • April 9, 2014 at 11:39 AM

    This is the 09/04/2014 update changelog:


    - Changed collisions of props at Office.- Changed railings on stairs at TSpawn.- Changed the HDR BloomScale.- Changed position of the Box inside the truck at BombsiteA.- Added cover at Connector Tunnels/Mid.- Added double doors at Connector Tunnels/Mid.- Added fog.- Added and edited player clips to smooth player movement.- Removed the slide door at Connector Tunnels/Mid.- Removed props from Office.- Removed windows from Warehouse (LongA).- All windows at Rafters side of the Bombsite B are now breakable.- TSpawn door frames to Bombiste A are now wider. Thanks !

  • DE_FACTORY

    • NickMBR
    • March 31, 2014 at 3:38 AM

    Just released a update to de_factory !


    30/03/2014


    - Changed CT Spawn

    - Changed minimap overview to match the new CT Spawn- Added additional supports to the Bridge.- Added cover on the road near CT Spawn- Added additional player clips.- Added cubemaps to enhance map reflections.- Added a custom KV file, teams are now ST6 vs Phoenix- Fixed Buyzone on T spawn.- Fixed func_areaportalwindow draw distances at Bombsite B- Fixed model collisions in shelfs at LongA and Bombsite B- Fixed visible nodraws.- Fixed bots being stuck at Mid and Office ladders- Made the entrance of the Mid connector wider.- Removed the fake ladder and the falling box at T spawn.- Removed boxes from Radio and Tunnel Connector entrances. Let me know what you think, leave your feedback !

  • DE_FACTORY

    • NickMBR
    • March 28, 2014 at 5:02 PM

    Fellows, I'm with a 24/7 server running this map and official casual ones.

    type connect 189.1.171.77:27009 on your console or search for nickmaps on the community browser.


    Call your friends and let's play a casual match on de_factory !


    Hope to see you there.

  • DE_FACTORY

    • NickMBR
    • March 27, 2014 at 7:37 PM

    This is my entry for the GAMEBANANA/CEVO competition !


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.


    [Blocked Image: http://files.gamebanana.com/img/ss/maps/5334728a96248.jpg]
    [Blocked Image: http://files.gamebanana.com/img/ss/maps/5334729390699.jpg]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/7963166931…C7B13CC4864C1C/]


    [Blocked Image: http://files.gamebanana.com/img/ss/maps/5334729fb5409.jpg]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/7963166931…5AB6E7F27C6174/]


    Featuring:

    - 32 Spawns
    - Minimap/Overview with Localization names
    - Competitive | Casual | Deathmatch | ArmsRace
    - Working ladders
    - Advantage sniper spots
    - Custom nav file for better bot performance

    I'll post soon the IP Adress of a server running this map !

    DOWNLOAD:

    http://steamcommunity.com/sharedfiles/fi…s/?id=242795380
    http://csgo.gamebanana.com/maps/179791
    (with source files)

    Please leave your comment below, download and test it and let me know your feedback !

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