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Burma Railway
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Line of Sight Vietnam 0 Wed Mar 20, 2019 12:47 pm
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Maps EWV
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PostPosted: Sat Feb 27, 2016 10:23 pm Reply with quote
DaniloV
hi m8s, my brother create a maps but we cant see in the game for play.
What could be the problem?


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PostPosted: Sun Feb 28, 2016 6:02 am Reply with quote
Duke0196
Sorry DaniloV, GI or KingDonut will need to help you with that.  I just wanted you to know I wasn't ignoring you when you saw my other reply.

 I'm sure they will be able to help you out. Good luck.  Smile


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PostPosted: Sun Feb 28, 2016 4:01 pm Reply with quote
King-Donut
— DaniloV wrote
hi m8s, my brother create a maps but we cant see in the game for play.
What could be the problem?


Be sure to use MissionEd to create the mission text file. When you name the mission you will need to include .mis after the name of the mission. Example: DaniloV.mis not just DaniloV.


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PostPosted: Sun Feb 28, 2016 6:24 pm Reply with quote
GI_
— King-Donut wrote
— DaniloV wrote
hi m8s, my brother create a maps but we cant see in the game for play.
What could be the problem?


Be sure to use MissionEd to create the mission text file. When you name the mission you will need to include .mis after the name of the mission. Example: DaniloV.mis not just DaniloV.


Exactly what King-Donut has said.
Also you must have the files in the right place.
In DD1 TO EWV you have a folder called Maps.
Maps\DD1-Area1
Inside DD1-Area1 you should have
mission.mis
A Sky folder with the sky files in it
area1.sgd
area1.wfx
DD1-Area1.LMP
DD1-Area1.mpb
DD1-Area1.pth
DD1-Area1.tga
DD1-Area1.wps
mission.tga
Tex1.za
TILES1.za
So in your map you should have the same type of setup.
All in their own folder in Maps.
You can even have your fx folder in there as well as the objects folder with all you map objects in it.


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PostPosted: Tue Mar 01, 2016 9:24 am Reply with quote
GI_
Hi, any luck with your map yet  Confused:


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PostPosted: Wed Mar 02, 2016 4:58 pm Reply with quote
DaniloV
we are doing well,we do it work but this are taking more time than we thought


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PostPosted: Wed Mar 02, 2016 6:37 pm Reply with quote
GI_
Tried to get the model you made into EWV but there are no models it will fit. They all have shirt collars even if you overwrite the textures. It comes out wrong. Crying or Very sad


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PostPosted: Wed Mar 02, 2016 10:10 pm Reply with quote
DaniloV
we have problems with the properties of objects for the map
we need know the function of "trigger" in enemys and what indicates the numbers?
what is the function of "inactive" and what indicates the number?
so that it serves the function "structure" and the numbers?
what properties need and the function of "waypoint"? and the utilization of "trigger" in the waypoint?
sorry for my bad english


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PostPosted: Wed Mar 02, 2016 10:41 pm Reply with quote
GI_
If you put a trigger on an enemy You have to kill the enemy to complete the objective.
An enemy can have the following properties:
ENEMY AK47 gamedata/modelsJ/nva01
STRUCTURE 23 55 23
TRIGGER 10 1
NOSHADOW
The 10 is the objective number and the 1 is the trigger to destroy or kill.
Once he is killed you can move on to the next objective, or trigger.
If an enemy is inactive then he becomes invisible until the trigger for him to become active if triggered.
You might have an object with TRIGGER 1 1
You must destroy it and the enemy will have INACTIVE 1 so as soon as trigger 1 is destroyed he will be active. There is also REINFORCE 1 which does the same but the enemy will come to the destroyed object. As soon as TRIGGER 1 1 is destroyed he will come to it so be careful.
With WAYPOINT you have to import it from C:\Program Files\Elite Warriors - Vietnam\Maps\SharedObj\Editor
Give it properties:
TRIGGER 1 0 25
INVISIBLE
So when you get within 25 feet from it you will trigger that number.
In area1 DD2 the prisoner has the properties:
ALLY 15 models/prisoner
JOIN 1, so as you set off trigger 1 he will join you.


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PostPosted: Thu Mar 03, 2016 9:19 am Reply with quote
GI_
Here you can have a trigger on 6 enemy starting with the one who has TRIGGER 10 1 through to the last one who will have TRIGGER 15 1 so as soon as all 6 are eliminated the objective has been completed and you can move on to the next one.


ewvtriggers.gif
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