Abstract: Normandy, France 1944. The Allies have landed on the beaches in Normandy and are pushing their way into Nazi Occupied France. There is a long way to go before the Allies reach the heart of Germany. There will be multiple German Artillery Batteries and Supply Trucks that will need to be eliminated and German Intelligence that will need to be collected. Will you help the Allied Forces liberate Nazi Occupied France or help the Germans secure their foothold against the invading forces?
Background: The Brothers in Arms series is a FPS Strategy game where you take the command of a squad-leader in WW2, released by Ubisoft in 2005. This is one of my favorite game series of all time. This is a MOD adaption of the squad-based action multiplayer scenarios of the first 2 games in the series.
Features:
Command your squad in the heat of battle
Fight against AI in Solo or against friends in Co-op
Fight for both Allies and Axis
Multiple objective scenarios
-Destroy/Protect the Supply Truck -Destroy/Protect the Anti-Aircraft Guns -Secure/Escape with the Documents
Multiple levels to fight
-Carentan, France -Burgundy, France Trailer:
Gameplay:
Images:
Spoiler: click to open...
Credits: Ubisoft- Original Game Development Activision - Development of CoD WaW and supporting MOD Tools asus891110 - Original Level Design BluntStuffy - Menu response tutorial DidUknowiPwn - Spawn weapon via script tutorial long cut loser - multiplayer testing Please let me know if you feel forgotten on this list!
Controls: Please go into the Control settings and set the key bindings for "Command Squad" and "Squad Fall In" under the Interact menu! Use these keys to command your squad Press "Command Squad" to bring up the command ring and [Action] to confirm the move location Press "Squad Fall In" to have your squad fall you directly
Update 1.1: - Fix for Player to Player damage, each time a Player damaged another Player no longer is counted as a kill - Removed Friendly Player to Player damage, Friendly Players can no longer damage each other Known Issues: Menu buttons don't flash after level restart Older Versions:
Is there a way to determine if a pathnode is inside of a specific zone? i tried using isTouching but apparently pathnodes never return true on isTouching. Is there a way to get the different vertices of a info_goal so i can use those to manually determine if a pathonode is inside of the zone?
History of script: This is a script that i started writing over a year ago, i got side tracked and forgot about it. I recently saw someone on the forum request something similar and gave me the idea to just go ahead and finish the script.
Description of the script: Its a simple script that makes it so the players have to find and pick up keys before they are allowed to open the door. there can be unlimited doors and each one can have a different number of keys required. the door can also still require points to open if you so choose
it also DOESN'T require you to use a trigger for the keys saving you half of the script entities that would normally be used for having keys to pick up
Features: The script can be customized 4 different ways in order to make it work how you wish - These modifications include if the key location will be randomly selected in the world - how many keys should be kept in the world - the distance the player must be from the key in order to pick it up - the default value for how many keys each door requires to open, this can be overridden for each door by placing script_vector on your door trigger
There are instructions included in the file but i will place them here as well for ease of access: Radiant: Step 1: make a normal door, if you dont know how to make a door go to https://confluence.ugx-mods.com/display/UGXMODS/Creating+a+Moving+Door+Blocker Optional Step: if you dont want your door to cost anything then either delete the kvp zombie_cost or set it equal to 0 Note: if you delete the zombie_cost kvp you will need to do the optional step in the script section! Optional Step: To Specify how many keys the current door will require give it the kvp Step 2: once youre door is made select the trigger and change the targetname kvp to Step 3: place script model or script brush and give it the kvp Script: Step 1: open your mapname.gsc and place the line before _zombiemode::main(); Optional Step: open up_zombiemode_blockers_new.gsc and find the section that looks like this, around line 136and replace it with this Note: if you did the optional step to remove zombie_cost you will have to complete this step otherwise your door will still cost 1000 points
i want to add a fade to a menu button based on a the value of a dvar, so like when(dvarint(displayAllies) == 0) there would be a fade on the menu button making it look like it cant be pressed. is this possible to do?
does anyone know if there is a way to disable the friendly player icons that show up when playing coop? im guessing its some kind of dvar but i have no idea what it is. thank you in advance for any advice or help
ive been trying to set the music state on my map depending on what objective is currently active. but from looking around 3archs scripts and soundaliases files i cant seem to figure out what types of sounds are played with setMusicState. is it just normal sound aliases? or is sounds specifically set up to be music?
im trying to open a menu file once each player is spawned that will allow them to pick specific weapons to be spawned with. but the menu file will not open. this is what i have the rest of the function runs perfectly fine but the menu file never opens. and i dont get any errors about not prechaching the menu file or not including it in a fastfile does anyone know why it not opening?
im trying to make a SP mod part of which includes the player having a certain amount of lives before failing the mission, the only problem is the level automatically restarts when the player dies. does anyone know how to keep the game from restarting immediately after death? so far ive tried editing the Callback_playerKilled in globalCallbacks but even if i remove all the missionFailed() lines it stills ends the mission after death
is it possible to increase the Rate of Fire(rof) of an ally AI's weapon similar to the way that double tap root-beer increasing the Rate of Fire of the players weapon? and i mean this via script and not by simply editing the weapon file that is given to the AI
how do you make an AI move to a specific location? ive tried using the method setGoalPos(); but they dont seem to go to the location. is there something specific that needs to be done in order to make them go to the location? this is the code i have, this gets called on the AI once they are spawned
i know that this site is for modding zombiemode but im hoping that someone can help me, im trying to make a mod where each player in MP has a small team of AI that fallows them around the map but the problem im having is that i cant figure out how to spawn an AI, i know its possible since MP has dogs which are AI. ive looked throught the script for the dogs but when ever i try to spawn an AI the same way they did the dogs but no AI spawn.
i'm making a moon style intro where you start out in one zone stay there until you get overwhelmed and then run to the teleporter and the game actually begins. i got the spawning to work but my problem is with riser zombies they just spawn at the spawner instead of rising from the ground. i know the risers are working properly because when i started working on this i just set the intro_zone to be the starting zone and the risers worked correctly
this is the script i'm using to spawn the zombies in the intro zone. if anyone can tell me why the risers arent spawning correctly it would be greatly appreciated! thanks for any help in advance
so i have an fx that has a light entity in it that im using as a flashlight. i have it to where it plays the fx on the player but whenever the player turns the fx is still pointing in the same direction. is it possible to change the direction of the fx with the player?
this is the code im using at the moment, its only set up for player 1 at the moment as i want to get the flashlight working properly before worrying about getting it on all 4 players
for about a week now ive been trying to teach myself how to animate models. ive looked through the animation files for the single player maps, ive read multiple tutorials, and looked through the forum and i still cant get any of my animations to play. ive even tried using some of the script from the berl1 map that animates the birds that fly around but nothing works. it either doesnt move or the map loads and then freezes on the black screen after clicking to start the game after the level is finished loading. can anyone please teach me how to properly animate models?