Gute Nachrichten gibt es für alle UO-Fans. Der Base Assault Mod, den "Anarchic-X" erstellt, ist fast fertig. Hier der Post aus deren Forum vom 19.08.09:
Hello Community
Its time to announce something really large for our Base Assault Fans. Since last christmas i am working on a completely new BAS gametype. And my BAS gametype is not only a 1:1 copy of the uo scripts...developed it from the scratch with new scripts & features which are similar to UO Base Assault.
Let me first show you a list with all the features/fixes we included until today:
Bunker Models
- i converted high quality bunker xmodels from UO over to cod5 with normal & specular map textures
- i divided the versions of the UO bunkers into one summer & one winter version for our maps
- the summer version will be modified italy bunkers and the winter version will be foy bunker models
- we will have all 4 sub-versions of the model like in UO to use the different damage states for the bunkers
Radiant Prefabs
- the single bunker models are built into a complicated customized prefab to get all features we need like collision,damage or the bombzone
- i fixed several light problems on the bunker xmodels with some tool textures
Bunker Models Collmaps
- the 3 collmaps the models use are completely rebuilt for a much better collision on the models
- i added some better collmaps to some specific points of the model which doesnt exists in UO
- additional i added new ladder & mantle functions to the new collmaps
- i fixed a small weapon collision problem on the rubble xmodel by reconverting the model and new clip options
- i fixed a rubble collmap problem where the player was stuck in the rubble collmap
Bombzone
- the bombzone can be used like UO..every team player can plant/defuse the bomb in the usual way like sabotage or search & destroy
Damage
- the damage logic is a bit complicated to explain but you will have all well known features from UO
- the bunkers allow of course only team-based damage
- also only certain weapons are allowed to damage the bunker
Hud Icons
- you will have the same round icons like UO but we added custom icons which we want to replace with high quality icons later
- this round design will give us more options to include all additional icon features above the base icon
- the bombtimer is changed into a real clock timer which appears exactly above the base icon if a bomb is planted
- i also added back a new scripted way to flash the plant & defuse icons while the player is holding the "use" button
- i fixed a bug where the sub-icons only was showing for the client..now all players can see whats going on with the bombs on the 3 bunkers
Final Player Damage
- i fixed a bug if the bomb has been planted and the bunker exploded it doesnt kill the players inside or above the bunkers
- now the player damage is perfectly adjusted on all damage states of the bunkers
Team Flags
- i added back the feature to have flags for the teams on the bunker roof which will disappear after the bunker is breached
Bomb Ticking & Explosion Sounds
- all explosion & bomb sounds and effects are custom
- fixed a small bug where the bomb ticking sound was not global(occlusion system)
UO Spawn Logic Feature
- the scripts are coded to use our custom bas spawns & global intermission...they work in the same way like other cod5 gametypes with "_start" and the usual spawns
- the UO BAS spawn logic was a really complicated feature to include..I couldnt use the UO way
- basically i want to have it so that some specific base spawn points can be removed after the base is destroyed
- with the help from Treyarch i could debug the coded custom "array" i created
- now we have removable spawns after one of the bases is destroyed
- the gametype script of this specific base will wait until this base is destroyed..remove the spawns and update the spawnlogic
- i pre-placed this kind of spawns in my prefabs
Announcer Feature
- this was a really complicated task because the announcers are team-based and you cant just play them with "playsound" in the script because i defined 2d global sounds in the soundaliases
- i found a good way to include them team-based on the scripts and we have now the original sounds from UO
- also i "precached" the sounds so that you will have russian sounds for russian and usa sounds for american..depends on which teams you set in your levels gsc file
- every sound of the announcers have 2 versions..the soundaliases will switch randomly between these 2 versions
- the sounds for the japanese are the german sounds now..we want to mod that later if we want to build us vs jap bas maps
- a small change on the german sounds..I used my version (german UO version) because they sounds much better
- to get the "under attack" sound for the teams was really complicated..i placed them now in the same way like the base health logic
Minefields
- as you know we cant use just the stock minefields script...they would not kill players which are in a vehicle
- i added a custom script to the mod which kill players & drivers now
BAS Maps
We can proudly say that this Base Assault Gametype Mod is nearly finished and we already working on the first Anarchic-X BAS maps. Some of these Maps will be well known classics like:
ARDENNES
FOY
VITEBSK
PONYRI
KURSK
BASTOGNE
WESEL
individual map previews will be coming soon
Development Screens:
current HUD layout
current bunker layout
allies base 1 breached
plant allies base 1
allies base 1 bombtimer
defuse allies base 1
allies base 1 destroyed
current HUD Hardcore layout