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russian armor

(2 - 4) Overgrowth

22 May 2014, 19:51 PM
#21
avatar of DrunkinGambit

Posts: 150

Okay, this looks promising, but I'm not 100% sure what I'm looking at. Can you elaborate?
22 May 2014, 20:00 PM
#22
avatar of Srinidhalaya

Posts: 357

Looks like he placed two spotlights, selected them, created an entity group, and added the code into the SCAR file. I hope I'm not stating the obvious.. :P
22 May 2014, 20:03 PM
#23
avatar of m00nch1ld
Donator 11

Posts: 641 | Subs: 1

love the map
22 May 2014, 20:13 PM
#24
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

1. Select the spotlights, assign them to a new entity group, call it "eg_light"

2. Create a new .scar file to your map directory. Make sure it has the same name as the .sgb file.
3. Add the provided code to it. Save. Export package.
22 May 2014, 20:24 PM
#25
avatar of DrunkinGambit

Posts: 150

Awesome. Will try this tonight. I haven't ever used scar files or code on my maps.. interesting.

Thanks Janne
22 May 2014, 20:25 PM
#26
avatar of Srinidhalaya

Posts: 357

Does this same technique work for all lighted objects, such as lamp posts? If so, would be a great tip of the week.
22 May 2014, 20:35 PM
#27
avatar of DrunkinGambit

Posts: 150

Indeed. If this works, this must become a tip of the week or tutorial of some sort.

I'm glad you like the map Moonchild. I'm open to all suggestions regarding atmosphere properties or other aesthetics.

Thanks all.
23 May 2014, 02:53 AM
#28
avatar of DrunkinGambit

Posts: 150

So far i've gotten "Fatal Scar error" after making this change in game... not sure whats up with that.

EDIT: This works 100%. Janne, please put together a tutorial or TOTW on this. Search lights are now on in game.
26 May 2014, 23:20 PM
#29
avatar of PureBunk

Posts: 70

FYI It looks like the lights script only works with the following objects: searchlight_l_01, lamp_simple_01, and rural_lamp_s_01. It has an effect on lamp_01 too, but it doesn't light up the area very much, it just creates a dim little white "bulb". I suppose those are the only lamp objects that have the flag for the scar code attached to them.

26 May 2014, 23:46 PM
#30
avatar of PureBunk

Posts: 70

Also, I dig the texturing and detail you put into the map. The fuel and munition points seem fairly balanced, despite the northern section being a bit resource heavy (but balanced out with the cutoff point near mid). I was expecting the use of mud though when I first saw the screenshots but I didn't see it used anywhere in the map. I know there aren't many people who are fans of mud, but I think if used properly it could really add to the atmosphere of the map.
27 May 2014, 00:17 AM
#31
avatar of Janne252
Admin Black Badge
Patrion 15

Posts: 3421 | Subs: 11

Some of them might have "Light" instead of "Light_State". Need to take a look at the other lamps later.
27 May 2014, 02:05 AM
#32
avatar of DrunkinGambit

Posts: 150

Thanks for the light info. I will note this for future maps.

As for mud: I thought about it, but decided against it. I myself am not a huge fan of it, and I didn't want to force this into the map just because I have some muddy areas. I think if I'm going to use mud and deep snow, it has to be planned from the start, which I didn't do here. The absence of mud certainly does not make or break this map, so I'm done thinking about it, but may consider using it in future maps.
29 May 2014, 12:10 PM
#33
avatar of WiFiDi
Honorary Member Badge

Posts: 3293

if only i was doing a 2v2 tourney this would be like the finals. :)

i think to use mud and deep snow correctly you have to desgin the map around it. you can't just throw it into an already made map and say wala. (like certain someones do ;))

for all the potential thease features have i yet to see someone use it to its mimimum potential. :(
29 May 2014, 14:27 PM
#34
29 May 2014, 20:05 PM
#35
avatar of DrunkinGambit

Posts: 150

Thanks man. I think the map is at like 99.999% completion now.
29 May 2014, 20:38 PM
#36
avatar of Srinidhalaya

Posts: 357

We all know, Maps are never complete...just indefinitely on hold, for testing :)
6 Mar 2015, 11:28 AM
#37
avatar of capiqua
Senior Mapmaker Badge

Posts: 985 | Subs: 2

When there are 2 players USF EAST. No corridors so they cannot move units to east.
They remain locked in the spawn East.

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