Im sorry Sando, my knowledge in scar is pretty much limited to spawning units and making things undestructible
Also you might be asking in the wrong section tho
Search found 62 matches
- 19 May 2019, 03:56
- Forum: Mapping Corner
- Topic: Unlocking commander abilities via Scar
- Replies: 2
- Views: 24069
- 19 May 2019, 02:34
- Forum: Mapping Corner
- Topic: laggy maps
- Replies: 10
- Views: 31827
Re: laggy maps
All the maps mentionned before are indeed way beeyond engine limitations. To complete Snowstorm excellent post above, here is a non exaustive short list of what usualy make maps laggy in my experience (i'm not especialy focused on the list above) : ⋅ Loads of objects in the same screenspa...
- 29 Apr 2018, 00:33
- Forum: Bugs
- Topic: jeep bug in bocage map
- Replies: 4
- Views: 2824
Re: jeep bug in bocage map
Allright gents i'm back, ill fix this for this week
aswell as a missing updated minimap for an other map.
aswell as a missing updated minimap for an other map.
- 15 Nov 2017, 23:45
- Forum: Mapping Corner
- Topic: [MAP] Benedictine Cider (8) [POLL]
- Replies: 21
- Views: 32999
Re: [MAP] Benedictine Cider (8) [POLL]
mofetagalactica wrote:Why don't you just make 2 versions of the map instead of voting for one?
So far this is something that we don't usualy have in BK maps (duplicates with alternate spawns). not saying it will never happen.
- 14 Nov 2017, 14:44
- Forum: Mapping Corner
- Topic: Maps Beta Test - Workshop collection
- Replies: 2
- Views: 10746
Re: Maps Beta Test - Workshop collection
Well I figured that it is the most handy way to do it, testers can then keep track of the various test versions.
- 13 Nov 2017, 21:52
- Forum: Mapping Corner
- Topic: [MAP] Vierville (6)
- Replies: 1
- Views: 10182
[MAP] Vierville (6)
Vierville (6) is an exclusive MP port from SP Mission 2 'Paradrop', in Normandy campaign. To accommodate the map to 6 bases, and make the sector layout interresting and balanced, the map has been through a lot of sneaky modifications, but overall, the feeling, design and ambiance of the original Sol...
- 13 Nov 2017, 16:15
- Forum: Mapping Corner
- Topic: [MAP] Benedictine Cider (8) [POLL]
- Replies: 21
- Views: 32999
Re: [MAP] Benedictine Cider (8) [POLL]
Added poll for respawn locations, please give us your feedback on this vote!
Its indeed quite unusual as it is right now, but its not necessary bad, otherwise i would have ask for a more classy spawn location strait away. This is why i wish to gather as much advices as possible on this question.
Its indeed quite unusual as it is right now, but its not necessary bad, otherwise i would have ask for a more classy spawn location strait away. This is why i wish to gather as much advices as possible on this question.
- 13 Nov 2017, 13:05
- Forum: Mapping Corner
- Topic: Maps Beta Test - Workshop collection
- Replies: 2
- Views: 10746
Maps Beta Test - Workshop collection
Maps Beta Test - Workshop collection
Will contain all beta versions of maps for you guys.
Trun revised beta and Vierville beta are in this week.
- 11 Nov 2017, 17:32
- Forum: Mapping Corner
- Topic: [MAP] Trun (6) revised
- Replies: 20
- Views: 20364
Re: [MAP] - Edit Trunz
So far the new sectors looks like this: https://i.imgur.com/KUGzR2H.jpg (new miminap btw) Edit: Some modifications here and there are to be expected after playtests. VPs for ex have already been moved (especialy the north one) to be at equal distance from each side's HQs. A cpl of hedges have been m...
- 11 Nov 2017, 02:43
- Forum: Mapping Corner
- Topic: [MAP] Trun (6) revised
- Replies: 20
- Views: 20364
Re: [MAP] - Edit Trunz
oh that is probably a real bridge object, the one used in trun can be found under ebps > environment > objects > bridges
- 10 Nov 2017, 17:22
- Forum: Mapping Corner
- Topic: [HOW-TO] Create Fake Bridge (undestructible)
- Replies: 1
- Views: 9929
[HOW-TO] Create Fake Bridge (undestructible)
A quick tutorial for creating a fake bridge : 1 - Level the ground on the bridge path 2 - Place Support walls splines ( ebps > environment > objects > support > harbour_l_01 ). Make sure you untick "Adjustable to terrain" box. 3 - place a tunnel entrance to pretend there is an arch under i...
- 10 Nov 2017, 17:21
- Forum: Mapping Corner
- Topic: [MAP] Trun (6) revised
- Replies: 20
- Views: 20364
Re: [MAP] - Edit Trunz
For the fake bridges, a quick explanation 1 - Level the ground on the bridge path 2 - Place Support walls splines ( ebps > environment > objects > support > harbour_l_01 ). Make sure you untick "Adjustable to terrain" box. 3 - place a tunnel entrance to pretend there is an arch under it eb...
- 09 Nov 2017, 15:21
- Forum: Mapping Corner
- Topic: [MAP] Trun (6) revised
- Replies: 20
- Views: 20364
Re: [MAP] - Edit Trunz
'Working on this map since last week, and there is a still a lot of work before i validate it for publishing in patch. So far the visual stuff is mostly done : ⋅ Dry riverbed added (with the same cover system as in LaFiere *revised* ) ⋅ Some walls/fences have been removed/opened ...
- 09 Nov 2017, 15:21
- Forum: Mapping Corner
- Topic: [MAP] Neuville (6) revised
- Replies: 11
- Views: 14488
Re: [MAP] - Neuville Revised
Ok, map size and visuals are good, but HQ need expansions, (a good criteria for this is to make sure that AI can fit all PE buildings) and more important, Sector layout has to be repainted, right now its using Voronoi's algorithm, which is a big No-go for me to include map As-is in BK. So we will 'r...
- 31 Oct 2017, 21:33
- Forum: Mapping Corner
- Topic: [MAP] Neuville (6) revised
- Replies: 11
- Views: 14488
Re: [MAP] - Neuville Revised
@Panzer-Lehr-Division : well after LaFiere, that's an other vanilla map that looks better without the water! @mofetagalactica : thanks for infos man! However as it is a vanilla map port, there will probably need extra work to recover sector layout and stuff like that, especialy since the change of s...
- 31 Oct 2017, 21:17
- Forum: Mapping Corner
- Topic: MapPack 2 - Bug Reports
- Replies: 44
- Views: 33245
Re: MapPack 2 - Bug Reports
@Kwok : thanks for the explanation ^^ Something i didnt mentionned on my side is i made Goodwood's revision just after debugging Autry (4), and Autry AI was completly bugged by the sector layout (really, they were bugged on their base because of the way high ressources points were all at edges of th...
- 14 Oct 2017, 13:38
- Forum: Mapping Corner
- Topic: MapPack 2 - Bug Reports
- Replies: 44
- Views: 33245
Re: MapPack 2 - Bug Reports
I dont know about the others but for example autry revised has no weather choice unlike the non revised one. Thats my bad then, i'll have to check if i can recall those weather settings if they don't work anymore in the revised version However original Autry was one of the most buggy map regarding ...
- 11 Oct 2017, 20:15
- Forum: Mapping Corner
- Topic: [MAP] Trun (6) revised
- Replies: 20
- Views: 20364
Re: [MAP] - Edit Trunz
Not sure moving spawns is the best solution. You could for example reduce the part of these forest (that you marked in red), using smaller rectangular chunks of forest instead of the big square ones. Then you would only have to extend the painting of base sectors to the new avaliable terrains. As th...
- 07 Oct 2017, 13:07
- Forum: Mapping Corner
- Topic: [HOW-TO] Adding Maps
- Replies: 6
- Views: 18864
Re: [HOW-TO] Adding Maps
*Edited the 1st method to update with 5.0.0
Edit ² : Steam's Workshop replace those methods now.
Edit ² : Steam's Workshop replace those methods now.
- 07 Oct 2017, 12:45
- Forum: Mapping Corner
- Topic: [MAP] Benedictine Cider (8) [POLL]
- Replies: 21
- Views: 32999
Re: [MAP] I have made new maps, is anybody interested?
Sorry for late answer, i discovered this topic while doing thread archeology, when we were regrouping topics related to maps.
We'll have a closer look at the map in the incoming days and give you a feedback if ur still interrested
We'll have a closer look at the map in the incoming days and give you a feedback if ur still interrested
- 07 Oct 2017, 10:15
- Forum: Mapping Corner
- Topic: [MAP] Neuville (6) revised
- Replies: 11
- Views: 14488
Re: [MAP] - Neuville Revised
Indeed it looks very interresting! Btw, as you mentionned that the map is a revision, do you know the name of the original creator, by any chance ? Looks very well done, quality is not far from Relic's standards if you ask me. Only looked at the preview and it looks very small, center seems to be at...
- 07 Oct 2017, 10:10
- Forum: Mapping Corner
- Topic: [MAP] Trun (6) revised
- Replies: 20
- Views: 20364
Re: [MAP] - Edit Trunz
Looks promissing !
I agree with Toni, if you know how to expand bases, try to do it. a good test for base size is AI and PE buildings: if AI can fit all the PE buildings, then its perfect.
I agree with Toni, if you know how to expand bases, try to do it. a good test for base size is AI and PE buildings: if AI can fit all the PE buildings, then its perfect.
- 05 Oct 2017, 00:22
- Forum: Mapping Corner
- Topic: [HOW-TO] Adding Maps
- Replies: 6
- Views: 18864
Re: [HOW-TO] Adding Maps
#pinned!
Thanks a lot, kwok!
Thanks a lot, kwok!
- 05 Oct 2017, 00:16
- Forum: Mapping Corner
- Topic: map pack link?
- Replies: 6
- Views: 14292
Re: map pack link?
All maps are now included in the latest BK Installer (5.0.0).
- 05 Sep 2017, 16:26
- Forum: Mapping Corner
- Topic: Workshop map's
- Replies: 7
- Views: 12362
Re: Workshop map's
Just a side note about the workshop, there is a lot of BK maps that have been posted by players in workshop. I don't know yet what to think about this. i've contacted some of the guys that posted bk maps but not all responded.