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-   -   [MOW:Vietnam]New missions (http://forum.fulqrumpublishing.com/showthread.php?t=26356)

Men Of Peace 10-21-2011 10:24 AM

Quote:

Originally Posted by MACV HQ (Post 350616)
we use a projector and have supper sized the screen to movie size, we have been able to play all mission w/out any problems, Men of Peace you are keeping this game alive, we have sence finshed the orignal games for both sides, we have just started Dead Before Dawn. Keep the mission coming bro.

Thanks

Maj Scott

Thanks for your kind words Maj scott ,and playing on
a super sized movie screen sounds like great fun .


Quote:

Originally Posted by Force10 (Post 351678)
Men of Peace,

It's kinda strange but the second mission won't load anymore. After I hit the spacebar, the spinning windows circle thing shows up and I have an error when I alt tab out. I re-extracted the second mission out of the original zip that I know worked but no go. I haven't changed anything in my install.

spinning windows circle ?
so it worked in the past ,and now suddenly it wont ?
that actually might be good news if you are able to
identify the problem , what error message do you get ?


Quote:

Originally Posted by shaw007 (Post 351824)
Just finish the 2nd mission, thanks for that. The helo is not what I expect. Here is my suggestion for improvement

It should behave like any other units. Left click on the ground and it should fly to that point rather than crash onto it.

Click "exit" on an open area or rice field should result the helo landing and pilot exit alive. At the moment, they just jump to their dead.

One of the helo start with zero fuel, so it can't be move. But it can stay in the air forever.

The "return fire" and "fire at will" and "free to move" does not work. In another word, it is a sitting duck. Luckily the VC don't like to shoot at it, they just point their gun to it. Surely they can fire rpg or heavy machine gun against helo.

I hope it is possible to make these changes. Thanks in advance.

Hey man , first of all the best way to control a heli is with direct
control not mouse , and page up page down you set it's height ,
and this is how the helis are coded in this game .
IMO 1c didn't made the helis available to players exactly because
of this reason . because they are annoying to use ,and overpowered
if there are no AA guns around .

Man o' war 10-21-2011 05:27 PM

Men Of Peace, I finally managed to get all the missions working and completed every1 except the Hamburger Hill (it's awesome, but I just can't complete it :lol: )
And I've decided to put a hold on my so called "project" until the release of the patch as I thought the missions wouldn't work properly and all the effort would be wasted....

Soooo, I've been tossing this idea for a mission in my head for some time, and I thought I'd share it with you:

It is called Fight Fire With Fire and basically a US peaceful convoy, carrying the wounded and medicine, was utterly crushed by the NVA and HQ has lost contact with them and your team is sent in.

You find the convoy and get ambushed by the NVA and run into the jungle (or some other shelter) and call in for reinforcements (tanks, infantry, airstikes) and manage to fight off the enemy ambush team, (consisting of possibly a tank and a lot of infantry) at which point you find an enemy supply depot which is heavily guarded and you get the task to destroy it.

However, things go wrong while you try to destroy it and NVA call in a massive backup (tanks, helis, APC's and loads of infantry) and you have to hold out until the backup arrives (the defence lasts about 30 minutes, enemy spawns when only a few units of the first wave are left, for eg. 40 units of infantry as a 1st wave, when only 5 are left, 2nd "heavily armed" wave launches) during the time you have available only howitzer and airstike support; ideally your "army" will consist of 3-4 tanks and 30-50 infantry... not to mention some ZU-23's which were already at the base :mrgreen:

[at the begining, when ambushed, spawn 3-4 tanks and 20-30 infantry and set them as allies, then when you get the task to destroy the depot, transfer them to your command]

Feel free to make any changes, or don't make the map at all.
It's totally your call, I just thought I'd give you an idea :grin:


Note: The best way to do this is to make "some" changes to the Bon Voyage To Cambodia map as it already has a sort of a supply depot.

ugopierini 10-24-2011 11:26 AM

men of peace , i sent you a PM.

MACV HQ 10-24-2011 04:05 PM

Hello, Men Of Peace

Wanted know if you were going to produce any more sp missions?

Thanks for your work.

ugopierini 10-24-2011 04:20 PM

I'm working on a new mission but i don't know when it will be complete. I have a prob: is there a height limit in map making? I'm asking cos in my map men don't shoot above 1250 meters. Above that height they kill eachother only by knives and hands. That's strange.

Men Of Peace 10-26-2011 04:27 PM

hey people ,
Man o' war that sound like a great idea for a mission ,we'll
see about it in the future ,maybe you can also work on it
when the editor released .

MACV yes I will , just had a really busy few weeks in work ,
barely have time for modding ,I'm in the middle of making a city
defensive map ,but for that i need to import city houses
models from MOW , so I'm trying to find the balance between
town that looks good and to keep the file size as small as
possible as well .
so it also takes more time .
Just hope there wont be any problems with importing
models from MOW from the copyright angle .

ugopierini I'll check the update soon ,thanks .
it will take me more time then the usual to check it .
see the reason above .

and as for the heights , going too high is buggy, above
certain heights , you can see the sky box from above
and it looks real bad . you can see on the hamburger
hill mission ,the highest point in the map ,is right on the
border on the point were it turns ugly .

MACV HQ 10-26-2011 05:11 PM

Quote:

Originally Posted by Men Of Peace (Post 354719)
hey people ,
Man o' war that sound like a great idea for a mission ,we'll
see about it in the future ,maybe you can also work on it
when the editor released .

MACV yes I will , just had a really busy few weeks in work ,
barely have time for modding ,I'm in the middle of making a city
defensive map ,but for that i need to import city houses
models from MOW , so I'm trying to find the balance between
town that looks good and to keep the file size as small as
possible as well .
so it also takes more time .
Just hope there wont be any problems with importing
models from MOW from the copyright angle .

ugopierini I'll check the update soon ,thanks .
it will take me more time then the usual to check it .
see the reason above .

and as for the heights , going too high is buggy, above
certain heights , you can see the sky box from above
and it looks real bad . you can see on the hamburger
hill mission ,the highest point in the map ,is right on the
border on the point were it turns ugly .

Thanks for the update, keep up the good work

Man o' war 10-26-2011 06:03 PM

Quote:

Originally Posted by Men Of Peace (Post 354719)
hey people ,
Man o' war that sound like a great idea for a mission ,we'll
see about it in the future ,maybe you can also work on it
when the editor released .

I definetly will work on it when the editor comes out and I will try to do my best... :)

Quote:

Originally Posted by Men Of Peace (Post 354719)
I'm in the middle of making a city
defensive map ,but for that i need to import city houses
models from MOW , so I'm trying to find the balance between
town that looks good and to keep the file size as small as
possible as well .
so it also takes more time .
Just hope there wont be any problems with importing
models from MOW from the copyright angle.

That oughta be a very good map! Hope you finish it soon! :grin:

Man o' war 11-01-2011 01:57 PM

Men Of Peace, I've finished 90% of that map, still have to make the enemy counterattack...

I've been wanting to import a flashlight from a mod for the MOW, and when I place it in the editor it has its shape (it even glows at night, as its supposed to) but when I pick it up it turns into a ! and it doesn't glow...

I've imported the "fonar_ruchn" (thats the name of the lamp file) into MOWV resource/e3.pak file (it's under "weapons")

I was wondering if you'd know if I did something wrong?

I'll get some pics as soon as I can.

Men Of Peace 11-01-2011 07:01 PM

Quote:

Originally Posted by Man o' war (Post 357040)
I've imported the "fonar_ruchn" (thats the name of the lamp file) into MOWV resource/e3.pak file (it's under "weapons")

2 things ,you dont need to import stuff into the pak file ,
just recreate the folder in the same order outside the pak
and import the files to that folder (preferably in a mod folder,
you can try it in the vnewmissions folder for example) .

second thing , did you imported the related files from the
\Resource\set\stuff folder of the mod you tried to import the
flashlight from ?

cool man , when you finish it send it over and if you want
I'll add it to the next release (if it's working without problems
and not impossible to beat).


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