Base assault mod for Call of duty: World at war
Posted: 2009-11-25 10:58am
Awesome. I think that base assault is one of the best game mode I have ever played.
http://www.youtube.com/watch?v=FJ-mdQAr ... r_embedded
http://www.anarchic-x.com/news/base-ass ... announced/
http://www.youtube.com/watch?v=FJ-mdQAr ... r_embedded
http://www.anarchic-x.com/news/base-ass ... announced/
Hello Community
Its time to announce something really large for our Base Assault Fans. Since last Christmas, I have been working on a completely new BAS gametype. It isn't just a 1:1 copy of the United Offensive scripts - I 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
* Additionally, 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 American versus Japanese BAS maps
* A small change on the German sounds..I used my version (German UO version) because they sound 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