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Thread: mappn tutorials

  1. #16
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    Yes, I'm happy, why? Simple.. In DFTFD there's 2 missions where you have either a B52 or a F16 fly in and drop bombs on your targets you hit with the laser. Since the game came out I know that many map makers, including myself, have tried to figure out how to make it work in our maps and were fighting a losing battle.

    Recently Smokin posted a note on being able to use the F16 finally through help from Pappy at Novasheep.com but the problem was that you HAD to name it with the generic map file name in order for it to work.

    NOT ANY MORE!!

    Now when you make your map, add d_dialog.dbf in the dialog box - this IS required, make sure you allow for how ever many artillery calls you need and fill that number in that box too, and then do as follows:

    For the B52 to fly in your maps when you use the laser add D06M11_ to the begining of your map name. That's the letter D, number 0 (zero), number 6, letter M, number 1, number 1, UNDERSCORE and then your map name.

    For the F16, do the same as above but put D06M23_ in the begining.
    D06M18_ F18
    I've tested both of these and it does work.





    [Edited on 11/8/02 by Edward]
    realize legalize MMJ is ok

  2. #17
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    --------------------------------------------------------------------------------
    Here is some info for mission makers about timers en engagement distances. The following applies to DF2 and DFLW/tfd.
    Both items are visable in the unlocked editor. Although you can change the values in the boxes, they will be reset when hitting the OK button. The timers have always the same values and the engaments distances have various values depending on the weapon you choose.

    The only timers that you should care for are the "move" and "crouch" ones, you may disregard the others.

    A normal AI action depends on a certain logical priority cycle:
    1. Perception (value can be changed during mission with events)
    2. Alert State (value can be changed during mission with events)
    3. Engagement Distances (CANNOT be changed during mission with events)
    4. Timers (values can be changed during mission with events)
    Attention: I used the word normal because deviant AI behaviour can be forced by using one or more options in the AI Attributes frame (like ignore, guarding, etc...).

    It all begins with the perception of an AI. The moment he has spotted you, his alert condition becomes red and stays that way until he is wasted or is changed by an event.
    Upon becoming (red) alerted, his actions can be predicted by the values found in the edistances and crouch/move timers.

    Edistances are the range within the AI will engage you (min-max). Attention: the AI will in NO way engage if you're further away than the max value, even if he sees/hear you and therefore is in a red alert condition.
    If you choose the value 0 for min, the min value will be 16 by default. If you delete the edistances line, the values will be 16-1024 by default.

    There are 6 preset edistances values for DF2:
    1. None - only upon creation of a new AI, also default (16-1024)
    2. M16 (100-500)
    3. A74 (400-800)
    4. Uzzi (100-300)
    5. RPG (5-100)
    6. Colt 45 (5-100)

    There are 5 preset edistances values for DFLW:
    1. None - only upon creation of a new AI, also default (16-1024)
    2. P - SOCOM .45 Suppressed (100-300)
    3. SR - PSG-1 (100-500)
    4. SR - M82AL Barret (100-500)
    5. MG - M249 SAW (5-100)

    When you select one of the weapon presets, you will not be able to regain the default (16-1024) values.
    When you choose a non-preset weapon, the edistances will be those of the last values that you confirmed in the editor (after hitting OK).
    Eg. for DFLW: if you attribute 1st a SAW to an AI and hit OK, then you reopen the attributes sheet and change the weapon to an AT4 (rocket), the edistances will be the same as for the SAW (5-100). This means that the AI will NOT fire a rocket if you are more than 100 m away from him (easy to kill eh?)!

    As long as the AI hasn't reached the first edistance value (measured between the AI and you), the AI will react following the crouch and move timers. Once reached the minimal edistance, the AI will stay on his attack position.

    The crouchtime is the time during which the AI will fire at you in his stand/crouch/prone position. After that, the AI moves the time you gave in the movetimer.
    If you enter the value 0 for the crouch and/or move timer, or you delete those lines, the default value will be 5.

    The only way to change those values to custom ones, is to edit (with a text editor) the mission file of your mission and apply the changes yourself.

    Enjoy
    tutorial by Othello df-arena forum member
    realize legalize MMJ is ok

  3. #18
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    BHD stuff

    Scripting BHD maps Lightening & Earthquakes
    original post by smokinbud@420
    this is for the MP demo



    I was just playing with the
    TDMM_01a.WAC
    i added this to the end

    ;************Lightening Test**********************

    If groupalive(1) and past(15) then
    flash
    lightning(255,255,25)
    endif


    ;************EarthQuake Test**********************

    If groupalive(1) and past(25) then
    quake(50)
    endif



    i got a bunch of yellow flashes (color 255,255,25)
    and a EarthQuake
    Both last way to long
    i dont know how
    to end the Lightening and Earthquakes
    but this will make for some very interesting mapping
    once i get into it more

    Place a Teleport label it with a # and a effect

    Out of 13 effects only 6 Effect work

    The Best one is AIREXP that’s Big Fire

    2 are Splashes (I can see a teleportation chamber using them could look cool)

    and 3 of them look alike and show up as a ball of light

    this process is done as like the teleport event

    its a little different in BHD
    theres no velocity like other DF games
    instead they need to use
    if - null

    then - redirect to WP list
    then - change AI
    use combat or patrol speed

    and in AI varibles
    AI Textfile
    pick G Jeep for the Humvee
    pick H_BHAWMP for the Chopper


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  4. #19
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    BMS MAP ORGANIZER
    AND DESCRIPTIONS!
    Created by =BSS =Assmunch
    Copyright (c)2000 =BSS=Assmunch this is for DFLW

    If you have used the PFF extractor program and are now using the BMS to MIS
    converter made by =BSS=Pappy, and were wondering which BMS files were what maps, here is a list
    that catagorizes them into there respective game types, and gives a brief
    description of what it is about or has in it. If it is in bold, underlined, or in a different color,
    it is worth checking out. This will hopefully make your map making alot easier.


    Quick Mission Maps Map Notes

    DO1MO1.BMS Training Course, targets, obstacles, grass terrain, nice base map.
    DO5MO6.BMS Destroy Power Plant, night mission.
    DO5MO9.BMS Destroy Helicoptors, nice base map or A&D map.
    DO5MO2.BMS Raid South America, swamp map, cool boat ride, destroy weapon crates.
    DO5MO4.BMS Defend Com. Center, Tuff map, dull. Grass setting.
    DO6MO3.BMS Destroy Weapons Cache At Dig Site, Desert setting with underground tunnels.
    DO6M10.BMS Grass terrain, great setting for an A&D map.
    DO6MO9.BMS Eliminate hostiles in mining camps, desert setting with mining tunnels
    DO6MO1.BMS PYRAMID MAP very nice map with tunnels in pyramid and sphinx.
    DO5MO7.BMS Island Underground Tunnel Complex, good for tunnels, but best as quick mission.
    DO6M16.BMS Very nice A&D map, and great tunnels.
    DO6M12.BMS Jungle setting, could be a nice A&D map, towers, crates, trucks.
    DO6MO7.BMS Night Map, Tunnels, very tuff as quick mission.
    DO6MO2.BMS Desert Map, very dull.
    DO6M15.BMS Desert map, ghost town setting.
    DO5MO1.BMS Snow map, could make a very nice A&D map.
    DO6MO6.BMS Desert setting, possible A&D map, very good buildings.
    DO6MO8.BMS Grass setting, Temples and ruins, very nice map.
    DO6M14.BMS Grass Island map, possible A&D map,bridges across water, underground tunnels.
    DO5M10.BMS Snow grass setting, free the hostages, awesome prison camp building a must see.
    DO6MO4.BMS Grass setting with alot of pine trees, cool buildings.
    DO5MO8.BMS Night mission, tunnels in buildings.
    DO6M13.BMS Destroy Convoy, very dull map, cloudy with grass setting.
    DO6MO5.BMS OIL RIG night map, solid water, nice boat ride, very nice map, a must see.
    DO6M11.BMS Night mission, grass setting, good for a deathmatch game.
    DO6M19.BMS Swamp setting, foggy, island with underground tunnels.
    DO6M18.BMS Night mission, swamp setting, good landscape, few buildings, half moon sky.
    DO5MO3.BMS Grass setting, alot of pine trees, hanger buildings, dull map, but good sounds.
    DO5MO5.BMS Desert setting, very dull, some buildings.
    DO6M17.BMS 5 Minute time limit to difuss bomb, really cool prison camp, very fun mission.

    Death Match:

    DO8M13.BMS Night Mission Oil Rig set in the water, very fun.
    DO8M15.BMS Grass setting, some trees, some buildings, basic map.
    DO8M11.BMS Desert setting, few buildings, dull map.
    DO8M10.BMS Snow map laot of pine trees, some buildings, nice map.
    DO8M12.BMS Desert setting, few buildings, dull map.
    DO8M16.BMS Desert setting lots of shrubs, few buildings, nice map.

    Team Deathmatch:

    DO8M25.BMS Grass setting, several trees, few buildings, good map.
    DO8M20.BMS Grass setting, lots of pine trees great landscape for TDM or A&D, towers, good map.
    DO8M24.BMS Desert setting, lot's of cactus, but dull map.
    DO8M21.BMS Desert setting, good sounds, palm trees, buildings, good map.
    DO8M22.BMS Snow grass setting, several pine trees, twoers, nice landscape.
    DO8M23.BMS Grass, lots of pine trees, water map, few buildings, nice map.

    King Of The Hill:

    DO8M41.BMS Desert setting, few buildings, easy hidding in zone, nice map.
    DO8M40.BMS Grass setting, lots of trees, nice buildings, easy hidding in zone.
    DO8M42.BMS Desert map, few pine trees, difficult zone, not many places to hide.
    DO8M44.BMS Desert setting, few bush's, large buildings, good hidding spots in zone.
    DO8M43.BMS Night desert setting, cactus, some buildings, easy hidding spots in zone, nice map.

    Team King Of The Hill:

    DO8M54.BMS Snow grass setting, few pine trees, fog, large city, easy zone, nice map, could be A&D
    DO8M52.BMS Desert setting, 50/50 zone fun map.
    DO8M51.BMS Desert setting, ghost town setting, far respawn.
    DO8M55.BMS Desert setting, nice sky color, not many places to hide in zone, tuff map.
    DO8M53.BMS Grass setting, rain, far respawn, lots of trees, easy hiding spots, good map.
    DO8M56.BMS Grass setting, air drop, few palm trees, few hiding spots.

    Capture The Flag:

    DO8M36.BMS Grass setting, some trees, very basic.
    DO8M34.BMS Desert setting, bright sky, very dull map.
    DO8M30.BMS Desert setting, some shrubs, nice map for capture the flag.
    DO8M32.BMS Grass setting, lots of pine trees, some buildings, good map.
    DO8M35.BMS Desert setting, prison camp map, very nice map to pull objects out of, could be A&D.
    DO8M33.BMS Grass setting, bright sky, pine trees, nice map, bunkers with cool underground tunnels.

    Search And Destroy:

    DO8M71.BMS Grass setting, some pine trees, dull basic map.
    DO8M70.BMS Grass setting, nice map with cool bunkers and underground tunnels in them.
    DO8M76.BMS Snow map setting, some pine trees, very far respawns, dull basic map.
    DO8M75.BMS Grass setting, palm trees, some buildings, bunkers withtunnels, nice map.

    Attack And Defend:

    DO8M60.BMS Grass setting, some pine trees, dull basic map.
    DO8M63.BMS Grass setting, thick fog, some pine trees, few buildings in fenced area, dull map.
    DO8M62.BMS Snow map setting, fog, base on hill, one building, very dull map.
    DO8M61.BMS Grass setting, pine trees, very nice A&D map,could be used for other types.

    Team FlagBall:

    DO8M80.BMS Desert setting, shrubs, dull basic map.
    DO8M84.BMS Snow setting, some pine trees, nice flagball map.
    DO8M83.BMS Snow setting, some pine trees, nice flagball map alot like DO8M84.BMS
    DO8M81.BMS Grass setting, few pine trees, fog, few buildings, ok map, could be used for other types.

    Cooperative:
    Most of the cooperative bms files are the sames as
    the quick mission bms files except without the briefing before the mission.

    DO5MO6.BMS
    DO5MO9.BMS
    DO5MO2.BMS
    DO5MO4.BMS
    DO6MO3.BMS
    DO6M10.BMS
    DO6MO9.BMS
    DO6MO1.BMS
    DO6MO7.BMS
    DO6MO2.BMS
    DO6M15.BMS
    DO5M01.BMS
    DO6MO6.BMS
    DO6MO8.BMS
    DO6M14.BMS
    DO6MO4.BMS
    DO6M13.BMS
    DO6M05.BMS
    DO6M11.BMS
    DO5MO3.BMS
    DO5MO5.BMS
    DO6M17.BMS
    DO5MO8.BMS
    DO6M16.BMS

    These files would not have been possible without the help of the PFF extractor, and =BSS=Pappys map converter, making it possible to edit these maps to our liking. Thanks guys.

    Copyright (c)2000 =BSS= Assmunch

    [Edited on 11/8/02 by Edward]
    realize legalize MMJ is ok

  5. #20
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    bhd full ver helo fleight

    here is a layout for the bhd helo fleight should work on trucks and the boat's just done raise the wp off the ground



    {if} delay is set 10 seconds dont check reset
    ssn#29 is in erea1 or
    grp1 is in erea1 or
    grp2 in erea1

    {then}
    change grp #ai:combat speed = what ya wish
    change grp# ai: patrol speed=what ya wish
    change grp# ai: red alert
    change grp# ai: use waypoint z
    change grp# ai: ai state to follow wp
    redirect grp# to wpl 1-0

    1st helo landing is as follows no delay no reset box checked

    {if}
    group # helo is with in erea2

    {then}
    change group# ai: ai state to land
    reset event 3
    reset event 0

    helo return to start delay is 10 seconds dont check reset box
    {if} group helo is in erea3

    {then}
    change grp #ai: ai state to follow wp
    change grp #ai:combat speed = what ya wish
    change grp #ai:patrol speed = what ya wish
    change grp #ai: red alert
    redirect grp helo to wp 2-0

    helo land at start point delay 0 dont check reset box

    {if}
    grp helo in erea 4

    {then}
    change grp #ai: ai state to land
    change grp #ai: combat speed 0
    change grp #ai: patrol speed 0
    change grp #ai: stop useing waypoint z
    change grp #ai: green alert
    reset event 1
    reset event 2


    group # is group your helo is in also at bottom of event pg is this
    { and x or } i checked the or my ssn 29 is start deathmatch i belive the ssn#'s are assigned by the order the items are placed my start dm was item #29 placed . now if yall follow the instruction's right yall will have helos flyn in any type of m/p gm . WITHOUT the use of the wac file . thx to swordfish whom ever he is .
    erea trigger's must be placed where helo takes off from base , where helo lands 1st time and then where he land's at base when helo returns . i have a .mis .bms and the original tutorial by SwordsEdge . i will have it uploaded to our database in the dnld's section for BHD

    [Edited on 6/17/03 by Edward]

    [Edited on 10/21/03 by Edward]

    [Edited on 10/21/03 by Edward]
    realize legalize MMJ is ok

  6. #21
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    want cool colors for your server's name

    ~0 = white
    ~1 = green
    ~2 = red
    ~3 = dark green
    ~4 = yellow
    ~5 = light blue
    ~6 = gray
    ~7 = dark blue
    ~8 = dark red
    ~9 = light blue

    with the command's above you may add color to your server name, where ya pick the room name. then in the N/L lobby all will see your color name.
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  7. #22
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    DF2 z values

    These 2 posts is taken from a file that I have stored on my comp, think it was originaly posted on the df2hq forums.


    ------------

    I assume a text file like this doesn't exist?
    So I'm currently working on obtaining all the Z values for all buildings. It will include roof tops, stairwell landings and floors. I'll post it when its done. Then I'll work on the rest, objects etc.
    I've come up with great techniques to get accurate heights.
    Here are the first 10 buildings. Enjoy.

    adobe building #1
    Ground Floor=0,166
    Roof=4,215

    adobe building #2
    Ground Floor=0,166
    Lower Roof Platform=4,9
    Upper Roof Platform=4,170

    adobe building #3
    Ground Floor=0,166
    Roof=4,215

    air control tower, w/ramps
    First Ramp Landing=4,125
    Second Ramp Landing=8,231
    Third Floor=13,90
    Rooftop=17,58

    air control tower, Large
    Ground Floor=0,26
    Roof above Entrance=3,90
    Roof of Room with windows=6,167
    First Stairway Landing=2,2
    Second Stairway Landing=3,235
    Third Stairway Landing=5,206
    Fourth Stairway Landing=7,185
    Fifth Stairway Landing=9,156
    Sixth Stairway Landing=11,133
    Lower Tower Platform including Exterior Walkway=14,82
    Upper Tower Platform=17,65

    apartment building, 4 storey, Large
    Ground Floor=0,130
    Stairwell Landing=2,110
    Second Floor=4,90
    Stairwell Landing=6,71
    Third Floor (no access except landing)=8,49
    Stairwell Landing=10,30
    Fourth Floor=12,7
    Stairwell Landing=13,247
    Low Roof=12,12
    High Roof=15,228

    ARMORY
    Ground Floor=0,166
    Roof=7,59

    armory, small
    Ground Floor=0,90
    Roof=4,193

    building, one story, single room
    Ground Floor=0,122
    Roof is not flat.

    building, trailer
    Ground Floor=0,190
    Roof=3,187


    -------------

    Found this on the Freezers site (sorry, forget URL). hope it has copy and pasted ok.

    The z-values will vary depending on which terrain you’re using, that’s why several z-values are listed for the same object. To make a perfect map still requires several turns with the editor until perfection. This document will however give you some hint at which value to use (less guessing :-). There’s also quite a big difference when inserting inanimate objects (decorations, objects, markers...) and people. Use the smaller value listed when inserting decorations and objects, and the larger value when inserting people.

    Example: Adobe building #2 (floor), use z-value 0,182 when inserting for example a wooden table. Use z-value 1,0 when inserting an enemy.

    You are hereby granted permission to spread, post, print and whatever this document, just give me some credit. If you make changes in this document, add more values, deleting errors etc. then please post it somewhere where people can make use of it.
    BUILDINGS
    BUILDING Z1,Z2
    Adobe building #2 (roof) 4,200 4,130
    Adobe building #2 (floor) 0,182 1,0
    Adobe building #1 (floor) 0,200 0,182
    Adobe building #3 (floor) 0,200 0,182
    Desert building, large, w/open courtyard (first floor) 0,107
    Desert building, large, w/open courtyard (second floor) 4,225 4,224 5,0 8,0
    Desert bunker 1,0
    Snow building, large, round (second floor) 6,0
    Metal hangar, open, door entrance 0,110 0,108 0,100 0,128 0,120
    Research building, access to roof & tower (floor) 0,168
    Research building, access to roof & tower (tower) 10,0
    Guard tower, open w/ramps (top floor) ?? 14,0 16,0 13,0 13,128
    Rock building, large 1 story 0,40 0,60
    Rock building 0,86 0,90
    Air control tower, w/ramps (top floor) 13,86 13,110 15,110 16,0
    Concrete building, small, square 0,156
    Concrete building, small, round 0,156
    Hut, small, thatched roof #2 1,100 1,0 1,122
    Wood building, 1 story, tile roof 0,96
    Wood building, lg. 1 story, tile roof 0,46 0,55 0,70
    Hut, small, thatched roof #3 (first floor) 1,0
    Hut, small, thatched roof #3 (tower) 10,0
    Guard tower, w/ladder 8,40 8,0 9,0
    Hut, small, thatched roof #1 2,6
    Metal building, small raised 1,0
    Concrete building, 2 story (second floor) 4,20 4,10 4,0 4,30 5,0
    Concrete building, 2 story (roof) 8,20 8,0 14,0
    Concrete building, 2 story (first floor) 0,55 0,113 0,100
    Concrete building, 2 story (stairs) 3,0
    Concrete building, open 0,50 0,30 0,51 0,80 0,60
    Guard tower, concrete (top floor) 11,20
    Oil refinery building, 2 towers w/stairs (first floor) ??? 11,75
    Oil refinery building, 2 towers w/stairs (top floor) ??? 15,60 15,65 15,90
    Oil refinery building, 1 tower (? floor) ??? 19,128
    Oil refinery pipe B (platform) ??? 4,0
    Oil refinery building, tower w/platform (platform?) ??? 6,0
    Ruin, brick building, open 0,70
    Ruin, brick building, long, open 0,70
    Storage shed, small, open door 0,35
    Uranium refinery building (second floor) ??? 3,75 6,0
    Communications building, large (first floor) 0,128 0,150
    Communications building, large (second floor) 5,130 6,0
    Wooden house, small, open 0,50
    Warehouse w/lights 0,102
    Wooden house, 1 story, 2 rooms 0,128
    Building, 1 story, single room 0,130
    Air traffic control tower, large ??? 8,0 15,0 18,0


    DECORATIONS
    DECORATION Z1,Z2 (height of object)
    Table, metal, papers on top 1,36 1,47 1,54 1,55 1,38
    Wood table 1,0 1,5
    Wood crate, small 0,168
    Crate, small box-shaped 1,100
    Lab table, nothing on top 1,42 1,45


    VEHICLES
    VEHICLE Z1,Z2
    Hercules (cargo plane) rear door open (cargo area) 1,100 1,26
    EdBro (transport truck) (inside) 1,100 1,0 1,30 1,50
    Black Hawk (inside, on ground) 1,100 2,0 0,200
    Pickup, tan 1,0
    Pickup, blue 1,0
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  8. #23
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  9. #24
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    terrains

    Ive been looking for a way to create new terrains or edit old ones (create hills, flatland, cliffs etc.)
    dont know if anyone still reads these posts but any clues would be helpful.

    Thank you
    action57@excite.com

  10. #25
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    Terrains

    Checkpointdelta has a Terrain Building section. Please try posting this question there.
    Terrain Forum

    Also, you might check out the terrain tutorials downloads.
    Terrain Building Tutorials

  11. #26
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    this file has been put together by Edward/Maj.PotHead so you may know the .bms map name's in BHD the information contaned within was compiled with the use of fwo_raven's mission manager 12


    ADK_01A.BMS
    CrossfireA
    ADK_01B.BMS
    CrossfireB
    ADK_02a.bms
    UrbanRaidA
    ADK_02B.BMS
    UrbanRaidB
    ADM_01E.BMS
    GroundFireA
    ADM_01F.BMS
    GroundFireB
    ADM_01H.BMS
    DustandBonesB
    ADP_01A.BMS
    LostandDeadA
    ADM_02A.BMS
    ValkyrieA
    ADM_02B.BMS
    ValkyrieB
    ADM_03B.BMS
    SnakePitB
    ADP_01B.BMS
    LostandDeadB
    CTFK_02B.BMS TugO'WarB
    CTFK_01a.bms
    TheBarrensA
    CTFK_01b.bms
    TheBarrensB
    CTFK_02a.bms
    TugO'WarA
    CTFM_01H.BMS
    DesertTrapB
    CTFK_03A.BMS
    GroundhogDayA
    CTFK_03B.BMS
    GroundhogDayB
    CTFM_01a.bms
    BlockMayhemA
    CTFM_01b.bms
    BlockMayhemB
    CTFM_01e.bms
    BurnedAsphaltA
    CTFM_01f.bms
    BurnedAsphaltB
    CTFM_01g.bms
    DesertTrapA
    CTFM_01i.bms
    SnakeEyesA
    CTFM_01j.bms
    SnakeEyesB
    CTFM_01k.bms
    StorageSpaceA
    CTFM_01l.bms
    StorageSpaceB
    CTFM_02A.BMS
    DeadZoneA
    CTFM_02B.BMS
    DeadZoneB
    CTFM_03a.bms
    HitandRunA
    CTFM_03b.bms
    HitandRunB
    CTFM_05A.BMS BadJujuA
    CTFM_05B.BMS BadJujuB
    CTFP_01A.bms RibcageA
    CTFP_01B.bms RibcageB
    SDM_01E.BMS
    RoofStalkerA
    DMK_01a.bms RoadRage
    DMM_01a.bms
    CityMadness
    DMM_01e.bms
    Cracked
    DMM_01g.bms WalledIn
    DMM_01K.bms
    StadiumRiot
    DMM_02A.BMS
    DesertFuneral
    DMM_03a.bms DevilDogs
    DMP_01A.bms
    SquirrelsNest
    FBK_01a.bms
    ScrimmageLineA
    FBK_01b.bms
    ScrimmageLineB
    FBK_03A.BMS
    BlitzkriegA
    FBK_03B.BMS
    BlitzkriegB
    FBM_01a.bms PigSkinA
    FBM_01b.bms PigskinB
    FBM_01e.bms
    WallJumperA
    FBM_01f.bms
    WallJumperB
    FBM_01g.bms
    DesertScarabA
    FBM_01h.bms
    DesertScarabB
    FBM_01k.bms
    BloodballA
    FBM_01L.bms
    BloodballB
    FBM_02A.BMS SkyFireA
    FBM_02B.BMS SkyFireB
    FBM_03a.bms
    FrontalAssault
    FBM_03b.bms
    FrontalAssault
    FBP_01A.bms
    FranticTraffic
    FBP_01B.bms
    FranticTraffic
    SDK_01a.bms
    MogMayhemA
    SDK_01B.BMS
    MogMayhemB
    SDM_01A.BMS
    FirefighterA
    SDM_01B.BMS
    FirefighterB
    SDM_01F.BMS
    RoofStalkerB
    SDM_03A.BMS
    TrailBlazerA
    SDM_01g.bms
    SavannahTownA
    SDM_01h.bms
    SavannahTownB
    SDM_01K.bms
    StadiumFeudA
    SDM_01L.bms
    StadiumFeudB
    SDM_02A.BMS
    SkyRaidersA
    SDM_02B.BMS
    SkyRaidersB
    SDM_03B.BMS
    TrailBlazerB
    SDP_01A.BMS
    TheHiddenA
    SDP_01B.BMS
    TheHiddenB
    SPBHD_00.bms
    WeaponsRange
    SPBHD_01.bms
    MarkaBreakdown
    SPBHD_02.bms Bandit'sCrossin
    SPBHD_03.bms RiverRaid
    SPBHD_04.bms
    GasolineAlley
    SPBHD_06.bms BESIEGED
    SPBHD_13.BMS
    UnitedKnights
    SPBHD_10.bms RussianUndergro
    SPBHD_11.bms ShatteredPalace
    TDMM_02A.BMS
    HornetsNestA
    SPBHD_15.bms Irene
    SPBHD_16.bms
    LostConvoy
    SPBHD_17.bms
    ValiantSolider
    SPBHD_18.bms SP18LastStand
    SPBHD_19.bms
    MogadishuMile
    SPBHD_20.bms
    AididTakedown
    TDMK_01a.bms
    CultureClashA
    TDMK_01b.bms
    CultureClashB
    TDMM_01a.bms
    MeanStreetsA
    TDMM_01b.bms
    MeanStreetsB
    TDMM_01e.bms
    PanicAttackA
    TDMM_01f.bms
    PanicAttackB
    TDMM_01g.bms RampageA
    TDMM_01h.bms RampageB
    TDMM_01K.bms
    DoubleBarrelA
    TDMM_01L.bms
    DoubleBarrelB
    TDMM_02B.BMS
    HornetsNestB
    TKHM_02A.BMS DesertInsertion
    TDMM_03a.bms
    SidewinderA
    TDMM_03b.bms
    SidewinderB
    TDMP_01A.bms ClueMapA
    TDMP_01b.bms ClueMapB
    TKHK_01a.bms
    MeatGrinderA
    TKHK_01b.bms
    MeatGrinderB
    TKHM_01a.bms
    HouseofPainA
    TKHM_01b.bms
    HouseofPainB
    TKHM_01e.bms
    EyeoftheDead
    TKHM_01f.bms
    EyeoftheDead
    TKHM_01g.bms
    DustDevilA
    TKHM_01h.bms
    DustDevilB
    TKHM_01K.bms
    SpiderWebA
    TKHM_01l.bms
    SpiderWebB
    TKHM_02B.BMS DesertInsertion
    TKHM_03a.bms
    DesertFoxA
    TKHM_03b.bms
    DesertFoxB
    TKHP_01A.bms
    TunnelTroubleA
    TKHP_01B.bms
    TunnelTroubleB
    ADM_01A.BMS
    RapidFireA

    ADM_01B.BMS
    RapidFireB
    ADM_01G.BMS
    DustandBonesA
    ADM_03A.BMS SnakePitA
    DMM_01H.BMS MinesEye
    SPBHD_08.BMS
    RadioAidid
    realize legalize MMJ is ok

  12. #27
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    if i start my map then it frozes, what is page 2 for?

    i wanna make a sniper training map.

  13. #28
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    Originally posted by sakaluku
    if i start my map then it frozes, what is page 2 for?

    i wanna make a sniper training map.
    which version df is this for ??? and by what is pg2 for do you mean pg2 of the map editor??. pg2 serve's a few purpose's 1 you can build a map on pg1 and pg2 of the editor just save .mis and export .bms for each pg . or build on pg1 of the editor and use pg2 {say for} referance on how a event was done . you can highlit copy from pg2 and paste items on pg1 of the editor also events dont transfer from pg2 to pg1 . but wpl snd marker's player start's and all items/objects/bldgs do
    realize legalize MMJ is ok

  14. #29
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    bhd sound marker description

    i found this at NW forum thx TXD-Goonie

    I found a list of the available sounds in the MED and an actual description of them, It was made by godfather@ecalpon.com

    here it is for your use...

    Insert Menu Name (snd: ) My Description
    -------------------------------------------------------------------
    AC1 Lp Outside HVAC with cover vibration or quiet engine noise
    AC2 Lp Inside HVAC with loose metal vibrating vent
    Base 2 lp, air wratchet, pneumatics, etc. Distant shop loudspeaker, air impact removing nut, machine noises, air actuator, engine hoist with metallic bumps.
    Base 3 lp, air wratchet, pneumatics, etc. Heavy Machine (turbine) air impact and ratchet. Pneumatic lift.
    City Crowd1 Distant crowd noise, like a riot
    City Wind lp1, and One-shots (ENV_GUSTS1) Steady medium whooshing wind
    City Wind lp2, and One-shots (ENV_GUSTS2) Steady Medium whooshing wind, slight gusts. Palm fronds rustling, Crickets
    CityNight Lp1 Crickets
    CityNight Lp2 Crickets and night bugs, some other intermittent machine sounds. Quieter than CityNight Lp1.
    CityNight Lp3 Single apprehensive cricket (stops singing periodically like its startled)
    CityNight Lp4 Steady single cricket with a light wind
    Desert lp1 lighter, wistle-y wind, Medium/High gusty whistling winds.
    Desert lp2-lighter, wistle-y wind, Medium/High Howling and whistling wind with heavy gusts.
    Desert lp4 Heavy wind with gusts howling in waves (could pass for wave noise at the beach)
    Desert winds-crits (Flys only) with lp4 Desert lp4 wind with buzzing flys
    Desert wind-gusts2, with lp4 Medium wind with heavy gusts – frogs in background.
    Drips-Underground Cave drips (intermittent)
    ENV_BASE1 Air Impact wrench, metal thumps, air ratchet, air blasts, and other weird air tool sounds.
    ENV_BASE2 Air Lift, thump, air actuator, weird air tool sounds
    ENV_BASE3 Close and distant Air ratchets and air lifts. Heavy metallic thumps.
    Fly buzzes, BZZZZZZZZZ1 (place no less than 200m apart) Fly Buzz, distant crickets
    Frog1 Little frogs
    Hull Slaps1 Water splash every so often (every 20-30 secs)
    Hull Slaps2 Drop splash like a round stone hitting the water. It even has a water-thumping noise!!
    Loudspeaker Propaganda Somali loudspeaker/radio news/propaganda
    Lp Loudspeaker Chant from Somali Radio2 Muslim Call to prayer
    LpAirBase Activity1 Actuators, air lifts, various air tools, Choppers and Jets and a guy yelling like he dropped something on his foot. THIS SOUND IS VERY LOUD.
    LpAirBase Activity1, and One-shots (ENV_BASE3) Same as 2,2 but has a loudspeaker and voices off in the distance.
    LpAirBase Activity2 Same as 2,1 but has a turbo prop plane.
    LpAirBase Activity2, and One-shots (ENV_BASE2) Same as 3,1 but has air ratchets.
    LpBAD SOMALIS-SP10 (bad guys in war room. Interrrupt w) 3-4 men arguing in Somali, one is in English “We must use this information to anticipate their attacks on Adid and ourselves.” Machine gun burps a few times way off in the distance.
    LpEngineRoom Generator turbine with rotational squeaks, clicks,
    machine gun and gun burps in distance.
    LpENV DeepTunnel1 Heavy cave wind with a deep howling voice. Machine guns in the distance
    LpENV DeepTunnel2 Heavier cave wind with a deep howling voice. Machine guns in the distance
    LpENV DeepTunnel3 Heavy cave wind with no guns
    LpENV Tunnel Entrance1 Heavy cave wind with a medium howling voice. Good for haunted effect.
    LpENV Tunnel Entrance2 Heavy cave winds with a medium howling voice, multiple tunnels. Good for haunted effect.
    LpENV Tunnel Entrance3 Heavy cave wind with a medium howling voice. Repeats in a quick loop.
    LpHangerLg 1 Deep wind with background (loudspeaker) voices and tool noises
    LpHangerSm 1 Turbine sound with night frogs and very distant crickets.
    Nght1 Lp (outside town. Use CityNight for in town) Rustling wind with night frogs and crickets.
    Nght2 Lp (outside town. Use CityNight for in town) Distant surf/wind with night frogs and crickets.
    Nght3 Lp (outside town. Use CityNight for in town) Distant surf/wind with night frogs and crickets. Metallic clicks and noises from men.
    Nght3 Lp (outside town. Use CityNight for in town) Night critters, surf, crickets, frogs, other movement noises like men sneaking around.
    NghtBug1 Night critters, surf, crickets, frogs – light wind and surf
    Ocean lp1 High steady wind with surf
    Somali Radio1 Lp (pop muzik) Somali pop radio music (sounds like disco/world beat or somewhat like Miami vice’s song)
    Somali Radio2 Lp (chanting-Arabic) Mosque call to prayer – loudspeaker
    Somali Radio3 Lp (propaganda-English) Short-wave Somali news about the Americans, helicopters, Mohammed Fada Aidid, fighting to the last man to drive the gutless Americans out.
    Somali Radio4 Lp (propaganda-Somali) Same Short-wave news as 4,8 but in Somali
    Somali Radio3 Lp (Static, off the air) Static, distant gunfire
    War Fog 1-shots A Sniper and machine gun fire sounds
    War Fog 1-shots B Machine guns, burps, heavies, some stuff is kinda distant sounding

    the sounds below have two names, one on the insert menu and a different one on the items selected menu...

    Insert Menu | Name (Sound: ) | Items Selected Name | My Description
    -----------------------------------------------------------------------------------
    747 Idle Walla: Food! SP 5 men and one Woman pleading for food.
    “HELP US!!” different from 6,2
    Arctic loop 1 Lion
    (Night, 1-shot) More distant or quieter version of 4,1
    Arctic loop 2 Howl1 (1-shots) Animal calls, echo’s of same, bird twitters, general critter sounds

    Arctic sound marker 1 Eagle, Squawking birds
    Arctic sound marker 2 Elephant (Distant) Bird calls, Lion with squawk, could be used as a crocodile growl
    Base sound 1 Base 1 lp, and 1 Machine turbine noise – air tools, air ratchet, air blasts, air impact
    Beach Loop 1 Beach lp1, Various machine gun fire, water splashes – sounds like lake shore waves
    Beach Loop 2 Beach lp2, Lake waves, burping gunfire, sniper fire
    Desert critters 1 Desert wind-critters Medium gusty winds, howls a bit, machine gun fire
    Desert critters 2 Desert wind-gusts Heavy howling winds with gusts
    Desert loop Desert lp3 Medium howling winds with gusts
    Forest critters 1 Bird A (1-shots) Tweeting birds
    Forest critters 2 Bird B (1-shots) Medium steady wind like on a steppe plain, birds
    Forest loop Cicaida Lp Medium gusty wind & night locust –(twittering insect) ---
    HVAC 1 HVAC1 Lp Turbine sound – drops off rather quickly (no range)
    HVAC 2 HVAC2 Lp Waterfall & crickets – drops off quickly (no range)
    Jungle critters 1 Dock Creak1 Odd machine noises & crickets, bounce noise, then scrape.
    Jungle critters 2 Dock Creak2 Scrapes and bumps, assorted intermittent machine noises.
    Jungle critters 3 Mtl Roof-Gusts1 Metal bump, a rumble, then surf on a dock or wind noise.
    Jungle critters 4 Mtl Roof-Gusts2 Intermittent wind gusts.
    Jungle loop Katydidish (1-shot) Light wind, insects
    Ocean loop Ocean lp2 Light to medium wind with no insects
    Ocean sound marker 1 Ocean lp1, and ?? Light to medium wind with seagulls
    Ocean sound marker 2 Ocean lp2, and ?? Light to medium wind with seagulls, surf and waves
    River loop 1 River1 lp Babbling brook or stream
    River loop 2 River2 lp Running water
    River sound 1 River1 lp, Splashing water like someone taking a bath
    River sound 2 River2 lp, Babbling brook with splashing
    Silo Steam loop Large Steam Steam escaping
    Tarmac Walla: Food!! SP 10 or so men and one woman yelling for food. Different from other walla food parts. (4,3)
    realize legalize MMJ is ok

  15. #30
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    sound and sound loop available in the DFBHDMED thx to
    ruthless shadow for hunting this down


    Well I never found the original post but I found the same info on NovaWorld. I think the list was originally compiled by GodFather but I'm not sure.

    Insert Menu Name (snd: ) My Description
    -------------------------------------------------------------------
    AC1 Lp Outside HVAC with cover vibration or quiet engine noise
    AC2 Lp Inside HVAC with loose metal vibrating vent
    Base 2 lp, air wratchet, pneumatics, etc. Distant shop loudspeaker, air impact removing nut, machine noises, air actuator, engine hoist with metallic bumps.
    Base 3 lp, air wratchet, pneumatics, etc. Heavy Machine (turbine) air impact and ratchet. Pneumatic lift.
    City Crowd1 Distant crowd noise, like a riot
    City Wind lp1, and One-shots (ENV_GUSTS1) Steady medium whooshing wind
    City Wind lp2, and One-shots (ENV_GUSTS2) Steady Medium whooshing wind, slight gusts. Palm fronds rustling, Crickets
    CityNight Lp1 Crickets
    CityNight Lp2 Crickets and night bugs, some other intermittent machine sounds. Quieter than CityNight Lp1.
    CityNight Lp3 Single apprehensive cricket (stops singing periodically like its startled)
    CityNight Lp4 Steady single cricket with a light wind
    Desert lp1 lighter, wistle-y wind, Medium/High gusty whistling winds.
    Desert lp2-lighter, wistle-y wind, Medium/High Howling and whistling wind with heavy gusts.
    Desert lp4 Heavy wind with gusts howling in waves (could pass for wave noise at the beach)
    Desert winds-crits (Flys only) with lp4 Desert lp4 wind with buzzing flys
    Desert wind-gusts2, with lp4 Medium wind with heavy gusts – frogs in background.
    Drips-Underground Cave drips (intermittent)
    ENV_BASE1 Air Impact wrench, metal thumps, air ratchet, air blasts, and other weird air tool sounds.
    ENV_BASE2 Air Lift, thump, air actuator, weird air tool sounds
    ENV_BASE3 Close and distant Air ratchets and air lifts. Heavy metallic thumps.
    Fly buzzes, BZZZZZZZZZ1 (place no less than 200m apart) Fly Buzz, distant crickets
    Frog1 Little frogs
    Hull Slaps1 Water splash every so often (every 20-30 secs)
    Hull Slaps2 Drop splash like a round stone hitting the water. It even has a water-thumping noise!!
    Loudspeaker Propaganda Somali loudspeaker/radio news/propaganda
    Lp Loudspeaker Chant from Somali Radio2 Muslim Call to prayer
    LpAirBase Activity1 Actuators, air lifts, various air tools, Choppers and Jets and a guy yelling like he dropped something on his foot. THIS SOUND IS VERY LOUD.
    LpAirBase Activity1, and One-shots (ENV_BASE3) Same as 2,2 but has a loudspeaker and voices off in the distance.
    LpAirBase Activity2 Same as 2,1 but has a turbo prop plane.
    LpAirBase Activity2, and One-shots (ENV_BASE2) Same as 3,1 but has air ratchets.
    LpBAD SOMALIS-SP10 (bad guys in war room. Interrrupt w) 3-4 men arguing in Somali, one is in English “We must use this information to anticipate their attacks on Adid and ourselves.” Machine gun burps a few times way off in the distance.
    LpEngineRoom Generator turbine with rotational squeaks, clicks,
    machine gun and gun burps in distance.
    LpENV DeepTunnel1 Heavy cave wind with a deep howling voice. Machine guns in the distance
    LpENV DeepTunnel2 Heavier cave wind with a deep howling voice. Machine guns in the distance
    LpENV DeepTunnel3 Heavy cave wind with no guns
    LpENV Tunnel Entrance1 Heavy cave wind with a medium howling voice. Good for haunted effect.
    LpENV Tunnel Entrance2 Heavy cave winds with a medium howling voice, multiple tunnels. Good for haunted effect.
    LpENV Tunnel Entrance3 Heavy cave wind with a medium howling voice. Repeats in a quick loop.
    LpHangerLg 1 Deep wind with background (loudspeaker) voices and tool noises
    LpHangerSm 1 Turbine sound with night frogs and very distant crickets.
    Nght1 Lp (outside town. Use CityNight for in town) Rustling wind with night frogs and crickets.
    Nght2 Lp (outside town. Use CityNight for in town) Distant surf/wind with night frogs and crickets.
    Nght3 Lp (outside town. Use CityNight for in town) Distant surf/wind with night frogs and crickets. Metallic clicks and noises from men.
    Nght3 Lp (outside town. Use CityNight for in town) Night critters, surf, crickets, frogs, other movement noises like men sneaking around.
    NghtBug1 Night critters, surf, crickets, frogs – light wind and surf
    Ocean lp1 High steady wind with surf
    Somali Radio1 Lp (pop muzik) Somali pop radio music (sounds like disco/world beat or somewhat like Miami vice’s song)
    Somali Radio2 Lp (chanting-Arabic) Mosque call to prayer – loudspeaker
    Somali Radio3 Lp (propaganda-English) Short-wave Somali news about the Americans, helicopters, Mohammed Fada Aidid, fighting to the last man to drive the gutless Americans out.
    Somali Radio4 Lp (propaganda-Somali) Same Short-wave news as 4,8 but in Somali
    Somali Radio3 Lp (Static, off the air) Static, distant gunfire
    War Fog 1-shots A Sniper and machine gun fire sounds
    War Fog 1-shots B Machine guns, burps, heavies, some stuff is kinda distant sounding

    the sounds below have two names, one on the insert menu and a different one on the items selected menu...

    Insert Menu | Name (Sound: ) | Items Selected Name | My Description
    -----------------------------------------------------------------------------------
    747 Idle Walla: Food! SP 5 men and one Woman pleading for food.
    “HELP US!!” different from 6,2
    Arctic loop 1 Lion
    (Night, 1-shot) More distant or quieter version of 4,1
    Arctic loop 2 Howl1 (1-shots) Animal calls, echo’s of same, bird twitters, general critter sounds

    Arctic sound marker 1 Eagle, Squawking birds
    Arctic sound marker 2 Elephant (Distant) Bird calls, Lion with squawk, could be used as a crocodile growl
    Base sound 1 Base 1 lp, and 1 Machine turbine noise – air tools, air ratchet, air blasts, air impact
    Beach Loop 1 Beach lp1, Various machine gun fire, water splashes – sounds like lake shore waves
    Beach Loop 2 Beach lp2, Lake waves, burping gunfire, sniper fire
    Desert critters 1 Desert wind-critters Medium gusty winds, howls a bit, machine gun fire
    Desert critters 2 Desert wind-gusts Heavy howling winds with gusts
    Desert loop Desert lp3 Medium howling winds with gusts
    Forest critters 1 Bird A (1-shots) Tweeting birds
    Forest critters 2 Bird B (1-shots) Medium steady wind like on a steppe plain, birds
    Forest loop Cicaida Lp Medium gusty wind & night locust –(twittering insect) ---
    HVAC 1 HVAC1 Lp Turbine sound – drops off rather quickly (no range)
    HVAC 2 HVAC2 Lp Waterfall & crickets – drops off quickly (no range)
    Jungle critters 1 Dock Creak1 Odd machine noises & crickets, bounce noise, then scrape.
    Jungle critters 2 Dock Creak2 Scrapes and bumps, assorted intermittent machine noises.
    Jungle critters 3 Mtl Roof-Gusts1 Metal bump, a rumble, then surf on a dock or wind noise.
    Jungle critters 4 Mtl Roof-Gusts2 Intermittent wind gusts.
    Jungle loop Katydidish (1-shot) Light wind, insects
    Ocean loop Ocean lp2 Light to medium wind with no insects
    Ocean sound marker 1 Ocean lp1, and ?? Light to medium wind with seagulls
    Ocean sound marker 2 Ocean lp2, and ?? Light to medium wind with seagulls, surf and waves
    River loop 1 River1 lp Babbling brook or stream
    River loop 2 River2 lp Running water
    River sound 1 River1 lp, Splashing water like someone taking a bath
    River sound 2 River2 lp, Babbling brook with splashing
    Silo Steam loop Large Steam Steam escaping
    Tarmac Walla: Food!! SP 10 or so men and one woman yelling for food. Different from other walla food parts. (4,3)
    realize legalize MMJ is ok

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