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Base Assault for Call of Duty: World at War Announced!

19 August, 2009 - From: Rollin Hard @ Anarchic-X.com forums

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

individual map previews will be coming soon :)

Development Screens:

current HUD layout
shot0000dzh.jpg
current bunker layout
shot0001vvs.jpg
allies base 1 breached
shot0002gyd.jpg
plant allies base 1
shot0003o.jpg
allies base 1 bombtimer
shot0004jbt.jpg
defuse allies base 1
shot0005rym.jpg
allies base 1 destroyed
shot0006.jpg
current HUD Hardcore layout
shot0007p.jpg

Server Status

cod5 bas
mp_ax_ardennes
1/32

cod5 custom-ctf
mp_matmata
0/26

cod2 ctf
mp_toujane
0/26

uo bas
mp_uo_gunassault
0/32

more...

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