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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Offsite Links
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Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: CoD:WaW BAS gametype
oleslie
General Member
Since: Mar 15, 2005
Posts: 14
Last: Jan 5, 2010
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Level 1
Category: CoDWW Offsite Links
Posted: Friday, Aug. 28, 2009 01:42 pm
DemonSeed writes...
Quote:
... early in development....

ty ... early ... :D
approximately 1 month of his I started ... this already rather old ... not ? :D
i hope so will be who helps to test, to carry out product development. there are parts waiting for a correction in him yet.
for example : it would be necessary to draw the models in new one, but I cannot make it, I do not know it the maya (I do not have time currently to learn)

------------------------------------------------------------

I save this up for a short time while I receive some feedback now, what it is necessary to repair yet in him how. I started reshaping it till then it mp_foy, I hope for it inside 2-3 weeks I am ready with him. to this relatedly : I prepared it a short php script, what helps to convert the .map files from the radiant/graydiant format to the codwawradiant format. if there is a claim onto him, I can upload this.
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zblimp
General Member
Since: Nov 10, 2006
Posts: 52
Last: Feb 20, 2011
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Level 3
Category: CoDWW Offsite Links
Posted: Tuesday, Sep. 1, 2009 09:04 pm
Hey I applaud your wor work, Bas is the best gametype ever made.


I was testing your bas gametype, a couple of comments.

Everything works well in a small test map.

When I introduce the bases into larger maps it tends to go over the limit. Ive been getting the 2400 images error and Exceeded 2048 Materials alot.

My version of foy works great but as soon as i put the bases in it i get the error.

I have tested it on small maps and it seems to work great though on that.

Keep up the great work [thumbs_up]
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SniperUK
General Member
Since: Apr 5, 2007
Posts: 13
Last: Jul 21, 2011
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Level 1
Im a fan of MODSonair
Category: CoDWW Offsite Links
Posted: Tuesday, Sep. 1, 2009 10:15 pm
Hope this helps.

Fixing 2048 materials Assets Error

SniperUK
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zblimp
General Member
Since: Nov 10, 2006
Posts: 52
Last: Feb 20, 2011
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Level 3
Category: CoDWW Offsite Links
Posted: Sunday, Sep. 20, 2009 06:42 am
That was a great tutorial for fixing that thanks [casanova].

Was trying to test this out on a dedicated server having a few problems. Can only seem to run it local from in game. Any ideas on that?

edited on Sep. 20, 2009 02:43 am by zblimp
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mr_sly
General Member
Since: Apr 10, 2007
Posts: 138
Last: May 29, 2015
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Level 4
Category: CoDWW Offsite Links
Posted: Sunday, Sep. 20, 2009 07:09 pm
if the dedicated server is running mods you need to compile your map for that mod and load the .ff from that mod folder after compile not usermaps,
i think it worked for me when my own map wopuld not work on our hypernia by the slot server. as soon as compiled for our servers mod foler badda bing








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Trikz
General Member
Since: Jun 22, 2009
Posts: 41
Last: Sep 19, 2010
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Level 2
Category: CoDWW Offsite Links
Posted: Thursday, Oct. 22, 2009 05:00 pm
This looks like really good fun i remember playing Base assault many years ago, was great fun :)
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oleslie
General Member
Since: Mar 15, 2005
Posts: 14
Last: Jan 5, 2010
[view latest posts]
Level 1
Category: CoDWW Offsite Links
Posted: Wednesday, Nov. 25, 2009 07:19 pm
Hello guys (and ladies ;) )


new version (RC1 ? :) ) of mp_bas available
- fixed many bugs :)
- new HUD icons
- modified _vehicles.gsc included in the mod, (for working vehicle respawn)
- minefield handling, _minefields.gsc included
- treefall (from UO), _treefall.gsc included, called automatically after loading the map

new (RC1) mod :)

and ....
mp_foy, for bas/dm/tdm gametype
"beta" version, spawn not working correctly (not yet :()
- fog ... many fog
- ambient sound
- destructible curch tower
- destructible bases
- 8 tank / team

can see some pictures here, although they have previously made
codhq.hu/mp_foy

so much time being. will soon finish the map ... I hope
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zblimp
General Member
Since: Nov 10, 2006
Posts: 52
Last: Feb 20, 2011
[view latest posts]
Level 3
Category: CoDWW Offsite Links
Posted: Wednesday, Nov. 25, 2009 10:44 pm
olsie awesome [drink] you the man.

Hey is there a command to adjust the bas round length in the cfg
also is there a way to adjust the bas health in the cfg.

Thanks alot for the hard work on this [crazy]
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Offsite Links
Posted: Thursday, Nov. 26, 2009 08:41 am
@oleslie -

I fixed the progressive spawn problem in |AX|'s (Rollin Hard) BAS mod for them, so if you contact me via PM here, I'll fix your spawn problem as well.
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355thSGTCLARK
General Member
Since: Nov 15, 2006
Posts: 45
Last: Jan 1, 2010
[view latest posts]
Level 2
Category: CoDWW Offsite Links
Posted: Friday, Nov. 27, 2009 07:34 pm
haven't found a way to change round times but to adjust base health i went in to the bas.gsc i set it to 9000 which is 30 tank shots and bomb timer is in there too plantime and defuse time and fuse time too



if(getDvar("scr_bas_planttime") == "") setDvar("scr_bas_planttime",5); // 15
if(getDvar("scr_bas_defusetime") == "") setDvar("scr_bas_defusetime",5);
if(getDvar("scr_bas_bombtime") == "") setDvar("scr_bas_bombtime",30); // 60
if(getDvar("scr_bas_announcer") == "") setDvar("scr_bas_announcer",15);

updateGametypeDvars() {
if(getDvar("scr_bas_basehealth") == "") // healtg for each base
setDvar("scr_bas_basehealth", "10500"); // 10500 = 300 tank shell * 35
if(getDvar("scr_bas_damagedhealth") == "") // health to switch to damage model
setDvar("scr_bas_damagedhealth", getDvarInt("scr_bas_basehealth")/2); // half if undefined

level.basehealth = getDvarInt("scr_bas_basehealth");
level.basedamagedhealth = getDvarInt("scr_bas_damagedhealth");

to help you find them
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