You are welcome.
What about the Rainbow Six series that are included as COOP maps in AW2?
There are 6 episodes included and the 7th is available as download on the site here:
You are welcome.
What about the Rainbow Six series that are included as COOP maps in AW2?
There are 6 episodes included and the 7th is available as download on the site here:
If you haven’t tried them yet, I can recommend the Halflife series.
You can find them in our downloads here:
If players are confined in a certain area, I think a time limit would be a good idea for the amount of respawners.
Just so they don’t feel stuck or it becomes too repetitive. It’s important that they do feel like progress is being made to keep them engaged.
So if you keep that on top of mind, I think players will be happy.
Good idea with the vehicles for your maps.
As long as you stick to the same vehicles and not 10 different ones, you will keep a relatively low texture memory. Once 1 vehicle is inserted, the texture memory of that vehicle will be reused for the 2nd one you insert in the game engine, so in that way it keeps it low.
Does that mean you can insert 100 vehicles or more? No, probably not but it’s a good starting point.
Hi George
The way I see it, you can do it in 2 easy ways.
1st option) You can place the vehicle next to the spawnpoint and maybe use walls around it to hide or make the vehicle unavailable until the players have taken over the spawnpoint. Then you remove the walls by wac code.
2. option) You can place the vehicles by the spawnpoint and simply use the wac command “disablessn(xxxx)” to disable the vehicle to prevent it from being used. Then when you need it to be activated and usable by players or bots, use enablessn(xxxx).
Hi George
No you have misunderstood the use of this wac command.
First rule when making a coop map: Never use player ssn “10000” because it only refers to the first player entering the game – usually the host.
Then the rest of the players would not be able to trigger it.
When you use ssnride in your wac, you only have to refer to the object that players step on – not the player.
This is why it works for anyone.
So in the example I sent to you on mail, I used the example of any player stepping on a concrete slab in the ground.
if never and ssnride( ID of concrete slab ) then
text(“Stepped on it”)
endif
Now if you want to adjust your example, then simply input the vehicle id instead.
I hope it makes sense?
[quote quote=5285]May I ask what the requirements are for having a fan-/self-made JO video/trailer to the video section of this website? Is there a similar checklist like there is for submitting a map for approval and upload? Thank you so much for clarifying. [/quote]
Hi George
It’s the first time someone has asked us that. No we don’t have any requirements to fan made videos and welcome any you want to send to us 🙂
Thanks
Captain
[quote quote=5017]Hey everyone, I need some help understanding how to play two sound files at the same time in Joint Ops, if it’s even possible. I’m working on a single-player map and want to have both music and other sound effects playing simultaneously. The problem is that when using raw .wav files, one won’t start until the other finishes. So far, I’ve tried creating a .dbf file with a Dialogue Editor and triggering it through an event in Med ‘Play Dlg’ , but the game doesn’t seem to read them. I also attempted modifying a .lwf file by adding custom sound sets, but I’m not sure how to get that working either. I’ve seen maps in both Joint Ops and DFBHD that manage to do this, so there must be a way. Does anyone know how to get it working? Any help would be appreciated! [/quote]
Hi Nova,
In my experience when I did mapmaking, which was for COOP and in NILE, I was not able to trigger multiple custom wav files at the same time using the wac command.
Like:
wave(“sfx_bird04.wav”,255)
I was able to play one after another instead.
In order not to interrupt a wave currently playing, you can use waveready() to check if the game is ready to play it.
However maybe you can play multiple wave files if you attach the wave to multiple objects in the game that are on the same location.
Check out this thread for more information on how to do that:
[quote quote=5014]I have been playing with this also and I can not get it to work with AW. ssnguard works well, just not the facial expressions. Guard works differently with different Bots. Have fun testing! It is useful for a detailed map.
[/quote]
Awesome, thanks for sharing your findings! 🙂
[quote quote=4958]I’m playing JO with a 4k. Everything else is fine but I have a problem with the med. I can’t get a full screen a i have it my resolution was set to high LOL [/quote]
Hehe interesting to hear.
I guess when Novalogic made MED they didn’t expect todays screens of 4k.
So I guess it appears to you as a window instead?
Look forward to much much more in 2025! 🙂
[quote quote=4950]FORUM[/quote]
Hi Teddels
Sounds great.
Yes absolutely. I’ve seen maps where that has been done before.
You can put all your AI’s in a group and then use “GLOOP” (stands for group loop) in the wac to loop the same wac command for all in the group.
If you want an example of how to do that, checkout Sleepless’ map
Ive seen it done in many maps made with NILE.
NILE being never fully developed and released as an alpha version from Novalogic, a lot of settings does not work like it does in the MED. So some of those settings can be done through WAC instead,
[quote quote=4934]Is anybody else experiencing problems with manned emplacements engaging blue team/player from a larger distance than 200-250m? I cannot for the life of me get it work, not even when the bot is set to red alert. Is it the terrain? Is it the (specific type of) emplacement itself? Something completely different?
I had set up several manned emplacements on an elevated terrain, inside houses/windows and inside a sandbag bunker; the window gunner would engage me upon approach at say 250m. The sandbag bunker gunner didn’t shoot at all, even when I stood in front of the bunker. Only when I opened fire, he returned it. Heck, later I even moved the emplacements outside and they still wouldn’t shoot from afar. This didn’t seem to be a problem in Typhoon Rising/Escalation.
I would love to find some clarity on the subject, as I am both puzzled and left with solely CQB stuff on a long distance/sniper mission…
Thanks again all (Captain too so far, appreciate it)
[/quote]
Have you tried setting the bot to it through wac script instead of NILE?
Hi Redfox
Do you mean creating a new account in Novaworld? I’ve heard that it is down at the moment.
You can host via virtual LAN with your buddies and thus not having to log into Novaworld.
[quote quote=4928]A question about waves if I may:
-I would like to add war ambience sounds to a WAC file;
-they are meant to play every so-many seconds (probably uneven number of seconds to prevent predictability);
-they are meant to alternate/play in a shuffled manner;
-each sound is meant to play once, then silence, then the next one in line, etc.
*I tried simply omitting “if never()”, but that merely caused the wav to repeat itself over and over again, until the next one started after a period of seconds, and then thát sound played over and over again.
*I am guessing it has something to do with variables, but since I am a novice, I am reaching out for help on this one.
Please & thank you for any help, everybody
[/quote]
Check out Brad G’s JO Utility in our Downloads section. It can create wac commands to create sound that loops once in a while.
Simply replace the weather sounds created in the script with the war ambiance sounds you want to use.
There is a lot of war ambiance sounds in AW2 at your disposal. You can listen and find any sound in AW2 using the “Mapbuilding Kit” from our downloads section.
Done deal! 🙂
[quote quote=4921]Thanks Captain, but many of those commands in that thread do not specify whether they work in single player or coop. Some didn’t work at all as I tried them in both map types, such as playerfired(#), ssnSeesSsn, ssnTargetSsn to name a few.
For example: when it comes to mortars and their (audio)visibility for players (other than for hosts), I’m not chancing it anymore. Instead, I put a badguy and a mk-9 grenade launcher on an invisible wall up about 200m in the sky above the player, simulating a mortar attack as it fires, rather than risking hearing players complain they can’t hear/see the mortars but they are flung through the air as they die.
Same with ssnSeesSsn: instead when group reaches status red alert, it would be similar to seeing the enemy I guess. In many cases there are ways around the problem; I just don’t understand the availability of some WAC commands while they don’t even work. It’s confusing and disappointing for mapmakers…
[/quote]
Yes that’s Novalogic for you.
That’s cool workaround 🙂
Hi Just George
I can see that we have a specific forum thread about overview of wac commands.
Check it out here:
https://awmod.com/forums/topic/wac-commands-overview/
[quote quote=4890]anyone have an idea how to make babstats work from 32 bit to 64 bit pc. i miss it. it still works on 32 bit but since windows 10 is going out next year then it stops
[/quote]
Try this guide.
Does this work?
Hi Just George
You can find the thread about facial expressions here.
https://awmod.com/forums/topic/wac-commands-overview/
Be aware that maybe some of the wac commands only work in Single Player or with MED.
I’ve never used it myself but give it a try.
I’d imagine it would be something like:
ssnface(the id of the ai, face_happy)
Very happy to welcome you here, Just George.
It sounds amazing what you are up to and can’t wait to play and see some of your releases soon 🙂
All the best
Captain
Hi Just George,
Thanks for your question.
It took about 3 years to arrive to the release of AW2.
In the 1st year we released AW1.
All what we learned (good and bad) from the previous release, we rebooted, rewrote and respawned into the release of AW2, that is one of the most optimized and extensive releases ever made.
In terms of capacity, AW2 is completely filled up to the limit of what the engine is capable of in terms how many assets that you can put in the game – while still being compatible with maps from Joint Operations:Typhoon Rising, Escalation and DFX.
If you put more assets into the game, you will start to see that some JO, JOE and DFX maps will simply not load due to memory overloading issues.
You will also start to see flickering of objects, falling through objects and weird behavious of AI.
This is because if a map is filled with objects, AI, foliage, vehicles etc. then all that, increases the memory limit of what the game engine can handle when it is loading a map.
Overpassing that will cause it to fail.
This is a limitation of the original engine that you can’t change, which dates back to 2004, with the original release of Joint Operations Typhoon Rising.
So as a mod team we were very careful not to overpass that threadhold so we would ensure compatability with as many type of maps as possible.
Therefore is no planned further development of AW2.
AW2 exists as it is, and it’s up to the creative mind of the mappers to use all the assets available in creating what’s on their mind.
I’ve seen some incredible use of existing assets that turned a map into a completely different universe.
All the tools are there – it’s just a matter of using them in the best way possible.
As a mapper, you have many tools available outside the DFX med – like for example the Mapbuilding Kit too (can be found in the download section) to assist you in finding the right assets for your map creation.
I hope that answers you question 🙂
[quote quote=4780]Hi all, does anybody else have this issue as well when you create a custom map (in Dfx Med that comes with the AW2 install) and save it directly into the AW2 folder, and then it doesn’t show in the list of available maps. I found a detour for the time being though: I save the files to my documents folder, then transfer them to the AW2 folder manually. After that the custom maps show up. Anybody else had this happen to them and what would be the solution? Please and thank you for your response [/quote]
Maybe it’s a simple security thing in your Windows that does not allow the DFX med to save directly in the AW2 folder.
Try this:
You can either go and rightclick on the AW2 folder > “Properties” and go to the “Security” tab and find the user you are logged in with, click “Edit” and allow “Full control” and save so you have full permissions on the folder.
Another approach is to do this in the video:
[quote quote=4781]A tough year at the moment. First in March a heart operation 3 bypass and less than 5 months later I was back in the hospital with double pneumonia, then another kidney problem due to the medication I needed for the sugar, then another liver value that was too high. And to my dismay heart rhythm disorder. Everything is stable now I am fortunately at home and am well helped by my wife Marianne [/quote]
Wow that is an incredible amount of operations.
I hope it has helped, glad to hear that the numbers are stable and I hope you are feeling better and all is behind you, so you can start to enjoy the rest of 2024!
Having a wife and support network to support you all the way is gold.
I’m cherring for you.
[quote quote=4718]Hi,
It’s good to see you got the system back up and working after the past few weeks of , issues.
If you could satisfy my curiosity as to what was the problem I’d appreciate it.
Thanks!
[/quote]
Thank you very much.
New server space 🙂
Hi Tanya
I tried to join your server in Novaworld and also got stuck at “Enumeration session” screen.
I spoke with Thor and he says quote: anytime it’s “Enumerating session” it’s port related. Wrong port number or computer ip number when adding to your router.
I hope this helps.
[quote quote=4460]Because I also host a server, I use 1.6.9.2 [/quote]
Ok I see. If you host with 1.7.1.9, does it make any difference to the buildings and resolution?