Tell me, after creating the map in the editor how to create, or where to get
lightmap.png
minimap.png
Sergey A. Zhukov, answer to:
Dmitriy Maps heights can be done in any editor. An example is a map of the locations of the game. To do this, start the game and from the menu go to the map editor. Select a location and make export elevation map.
Dmitriy, answer to:
Sergey A. Zhukov Thank you, Sergei. It is still not found where to get set up for the card, mini card and lighting.
Question about the map editor:
Which program is better to create maps of heights?
Sergey A. Zhukov, can zal¸te my fix for patch / Fashion Derfflinger 7.4 http://fall.pro-d.ru/gbook/1600/ to "modifications"?
Sergey A. Zhukov, answer to:
Guest Register online to fixes were not anonymous.
BrainRipper, answer to:
Sergey A. Zhukov Register. Now you can fill?
and GMG OCSW also break grenades without animatsii..V weapon_events there is a line for this:
"" "
if objects.get_attribute (weapon_id, "typeid") == "SET_M_79":
fx_object_id = random.choice ([fx_explosion])
system.start_effect (
startx = location [0], starty = location [1], startz = location [2]
dirx = location_normal [0], diry = location_normal [1], dirz = location_normal [2]
parameter = fx_object_id)
sounds.play_3d_sound ("grenade_explo_frag", location [0], location [1], location [2])
else:
if objects.get_attribute (weapon_id, "typeid") == "SET_M_16_M203_UNDERGUN":
fx_object_id = random.choice ([fx_explosion])
system.start_effect (
startx = location [0], starty = location [1], startz = location [2]
dirx = location_normal [0], diry = location_normal [1], dirz = location_normal [2]
parameter = fx_object_id)
sounds.play_3d_sound ("grenade_explo_frag", location [0], location [1], location [2])
else:
if objects.get_attribute (weapon_id, "typeid") == "SET_AK_74_BG_15_UNDERGUN":
fx_object_id = random.choice ([fx_explosion])
system.start_effect (
startx = location [0], starty = location [1], startz = location [2]
dirx = location_normal [0], diry = location_normal [1], dirz = location_normal [2]
parameter = fx_object_id)
sounds.play_3d_sound ("grenade_explo_frag", location [0], location [1], location [2])
else:
if objects.get_attribute (weapon_id, "weapon_type") in ["leicht", "schwer", "sniper"]:
if hit:
sounds.play_3d_sound (random.choice (flesh_wound_sounds), location [0], location [1], location [2])
else:
sounds.play_3d_sound (random.choice (hit_sounds), location [0], location [1], location [2])
system.start_effect (
startx = location [0], starty = location [1], startz = location [2]
dirx = location_normal [0], diry = location_normal [1], dirz = location_normal [2]
parameter = [FX_BULLET_HIT, 0,0,0.25])
def do_explosives_dam (pShooter, pWeapon):
"" "Calculates and distributes the area damage for bombs.
Parameters:
pShooter - Id of the char using the weapon.
pWeapon - Id of the weapon.
"" "
only need to add the correct OICW, GMG OCSW to existing