Jump to content

P2: A Cold Day In Hell


Recommended Posts

"I intend to fine tune these little ideas once I get the finished missions"

you waiting on me? I was waiting on you :tumbleweed::lol:

I'm waiting on both of you! :rofl:

All for P2 is looking so good!

:yes: Will this be done before they sign me up for social security? :P
Link to comment
Share on other sites

  • Replies 619
  • Created
  • Last Reply

Top Posters In This Topic

I can then get my barrels to bounce off of walls and land in trees etc

I was also thinking of using the dynamic target idea on the new map. There will only maybe be 1 or 2 buildings there and I can do a real dynamic environment. The <n><target> objects don't require a damaged .pob and are reset before the mission starts. each one will animate if shot by a single bullet. So coffee cups, rubbish bins, packets of corn flakes etc are all going to be flying all over the place in a hail of bullets :rofl:

That Id like to see, will it cause big system pull down with lots of dynamic objects? One of the best things Ive seen so far in maps is that worm has lights you can turn on and off in one of the centcom maps.

Link to comment
Share on other sites

I can then get my barrels to bounce off of walls and land in trees etc

I was also thinking of using the dynamic target idea on the new map. There will only maybe be 1 or 2 buildings there and I can do a real dynamic environment. The <n><target> objects don't require a damaged .pob and are reset before the mission starts. each one will animate if shot by a single bullet. So coffee cups, rubbish bins, packets of corn flakes etc are all going to be flying all over the place in a hail of bullets :rofl:

That Id like to see, will it cause big system pull down with lots of dynamic objects? One of the best things Ive seen so far in maps is that worm has lights you can turn on and off in one of the centcom maps.

I don't think there'll be a pull down as such

There is a limit (255) which also includes actors, vehicles, doors, frags, tracers etc. So if I'm greedy its going to limit what Mig can do.

The damaged .pob models can cause a lag as they often use effects etc, but the <n><target> objects just animate without referencing an additional model.

It's just a bit of fun really, It'd be nice to make a truly dynamic environment but the engine won't allow it.

Link to comment
Share on other sites

edited:

my concern is for smoke from what I've been reading...I take it can cause good lag online? That's bad cause me likes vehs and since several of the vehs in P2 can be destroyed with just about any explosive ordinance I have not been afraid to have more than the usual 4, more like 8 on a few maps....4 armoured, 4 light armoured vehs, something like that.....on rrbridge there are possible added sources of smoke as well....at least the effects wear off after awhile for vehicles...I 've not noticed it in SP too much but have not measured any FPS either.....actually there are 22 vehs on rrbridge if you take into account the placable sandbags and such but I destroy most of those with a series of timers at mission start...as well as hiding "live vehs" and the two SADMs that are really stationary guns as long as I feel they can be hidden....not to mention chrs...

mig :ph34r:

Link to comment
Share on other sites

uh oh, that thing has a range of 10.000 kilometers....the pressure is building....and it's cold out here....

http://i158.photobucket.com/albums/t101/migryder/SS25UP4.jpg

http://i158.photobucket.com/albums/t101/migryder/SS25UP3.jpg

http://i158.photobucket.com/albums/t101/migryder/SS25UP2.jpg

cobaka has been at work again....the camo is by CMH...

Link to comment
Share on other sites

uh oh, that thing has a range of 10.000 kilometers....the pressure is building....and it's cold out here....

http://i158.photobucket.com/albums/t101/migryder/SS25UP4.jpg

http://i158.photobucket.com/albums/t101/migryder/SS25UP3.jpg

http://i158.photobucket.com/albums/t101/migryder/SS25UP2.jpg

cobaka has been at work again....the camo is by CMH...

:kewlpics:

Tinker

Link to comment
Share on other sites

Sorry, just kidding :D

A while back, I finished my version of Blue Ivan for P2 and sent it to Mig

He then laughed and sent it back with a series of unreasonable demands :whistle:

Now he has the really really finished version, and is slaving away, working his magic

That's why he's kind of quiet right now, the maestro needs a little peace and quiet while he does his thang ;)

I'll be back on the case pretty soon, I'm currently fulfilling my other mod duties for UKSF Mod.

Here are a few more teaser shots from the new P2 map (which might be called "Topol Road")

topolteaser01.jpg

topolteaser02.jpg

topolteaser03.jpg

:thumbsup:

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.

×
×
  • Create New...