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#21 fuggles

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Posted 26 August 2018 - 06:32 PM

I meant you want three markers for the turrets and I would give them a radius of about 10 so you can check what's in them for turrets.

#22 Gambit

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Posted 26 August 2018 - 07:01 PM

So, could we use this code you already have?

Adaptation will be EASY, but what is time-consuming is the testing, coordination and implementation...


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#23 ZmajOgnjeniVuk

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Posted 28 August 2018 - 01:24 PM

I meant you want three markers for the turrets and I would give them a radius of about 10 so you can check what's in them for turrets.

I think there has been a misunderstanding stemming from the angle pictures where taken. There are actually four turrets around each statue. As you can see on the picture of the overall map, there are 5 levels (if we exclude the most bottom and upper ones). Every level has 4 statues and 1 control shrine (where CL are located). Every statue has 4 turrets and each critical location as 4 turrets which gives a total of 20 turrets per level, 100 all together.
When it comes to radius, I presumed that radius is equivalent to range and radius 20 is equal to range 20, thats why I will placed marker underneath every turret with radius for 20 ( the one seen in pics) because I thought it is possible to extend turret range through use of markers. Is that possible? 
 

 

Adaptation will be EASY, but what is time-consuming is the testing, coordination and implementation...

 

As far as testing goes, I was planning to test it myself, so that is sorted, now, coordination and implementation are issues. Could someone without SCAR knowledge adapt the code which you would send. If yes, then I could try at least. Maybe written instructions on your part could help me out and I could do the manual work. 



#24 fuggles

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Posted 28 August 2018 - 04:19 PM

Radius is just used for scar to detect proximity of stuff by if it's in the marker or not. You can apply a modifier to make weapons range change, but you would need either a new weapon or you always spawn a turret different to the players race - ig turrets for marines etc.

#25 Gambit

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Posted 28 August 2018 - 04:28 PM

As far as testing goes, I was planning to test it myself,...

Well, this is a job of the coder, so that to fix whatever may be "off", on the spot :grad:

 

Could someone without SCAR knowledge adapt the code which you would send?

No way!! You will be throwing yourself against a totally new world, .... Unfathomable the odds to survive... :p

 

 

It seems it is me or Fuggles the ones to do it. You can also ask brother Kasrkin, if he is not busy at the time he may be the guy!.


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#26 ZmajOgnjeniVuk

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Posted 29 August 2018 - 11:33 AM

Radius is just used for scar to detect proximity of stuff by if it's in the marker or not. You can apply a modifier to make weapons range change, but you would need either a new weapon or you always spawn a turret different to the players race - ig turrets for marines etc.

So, if I understood you correctly, Im stuck with range of vanilla HB turrets? If so, thanks for the clarification Fuggles. So in esence, markers I would place under each turret could be used to detect enemies and spawn the turret itself?

 

Well, this is a job of the coder, so that to fix whatever may be "off", on the spot :grad:

No way!! You will be throwing yourself against a totally new world, .... Unfathomable the odds to survive... :p

 

 

It seems it is me or Fuggles the ones to do it. You can also ask brother Kasrkin, if he is not busy at the time he may be the guy!.

 

Right, so I guess nothing to do now but go back to my next map project :) while you get some time to give this attention. And thank you brother, I don't really like unfathomable odds of survival :D 
I will talk with Kasrkin, ask him to follow the thread if nothing else. 



#27 fuggles

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Posted 29 August 2018 - 12:38 PM

No I think you can increase the range, but you will need to spawn a turret different to that player's race and apply modifiers.

#28 ZmajOgnjeniVuk

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Posted 29 August 2018 - 08:31 PM

No I think you can increase the range, but you will need to spawn a turret different to that player's race and apply modifiers.

Right, well thats the thing, map, aesthetically, works only with SM turrets, so I will have to go with range SM turrets have. Do you maybe know what their actually range is?  



#29 fuggles

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Posted 30 August 2018 - 07:50 AM

That will cause you problems with sm players, unless you make it a mod.
Not sure on range, no point guessing, someone else will be able to fire up corsix

#30 ZmajOgnjeniVuk

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Posted 31 August 2018 - 12:24 PM

That will cause you problems with sm players, unless you make it a mod.
Not sure on range, no point guessing, someone else will be able to fire up corsix

Fuggles, sorry for the late response, the Kill Team thread has preoccupied me in the last couple of days. 
I understand that setting all turrets to be SM will cause issues with SM players, but I guess there is no way around that without complicating map more than necessary. I will give out warning to the SM players in the Read me text that will go along with the map. They will just have to go with it. 
I will mess with Corsix to try and find this data. 



#31 fuggles

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Posted 31 August 2018 - 01:33 PM

Not really, just spawn a different type than the capturing race uses.

#32 Kasrkin84

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Posted 31 August 2018 - 07:48 PM

You could get around the Space Marine problem by making it so that the Unification mod is required, and then use the special turrets Gambit has created for the survival mode that have no build limit.

 

The other issue though is that Space Marine players can upgrade to missile turrets once they have upgraded their HQ - other races would have to make do with the basic heavy bolters.



#33 Roderick

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Posted 01 September 2018 - 10:49 AM

Can't the marine turrets be ported and made for the npc_race?



#34 fuggles

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Posted 01 September 2018 - 01:35 PM

Essentially if he wants to avoid it being a mod then no. It just needs a different ebps name than that of the player's race.

#35 ZmajOgnjeniVuk

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Posted 16 June 2020 - 10:31 PM

Heads up! Latest map in Svarog Sector, Gardens of the Saint, is out and available. Check it out, feedback is appreciated. 



#36 Moreartillery

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Posted 05 July 2020 - 01:04 AM

I made some custom map textures and templates you might find useful.

https://forums.revor...why-we-need-it/

https://www.moddb.co...map-assets-v0-2


Edited by Moreartillery, 05 July 2020 - 01:05 AM.

Developer of the Cinematic Battles mod.

https://www.moddb.co...nematic-battles


#37 ZmajOgnjeniVuk

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Posted 30 July 2020 - 07:21 PM

Moreartillery, thanks for the decal links, I have most of these but some of them I have never seen before and I appreciate you sending them my way. I will add them to the next addition of decals. 



#38 ZmajOgnjeniVuk

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Posted 10 July 2022 - 09:54 AM

Three new maps are in, Highway of Heroes, Seeds of Subversion and Beacon of Martyrs. A lot of work has gone into them so I would appreciate if you would rate them on ModDB and comment. Feedback is always good as well. Enjoy.





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