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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

current bunker layout

allies base 1 breached

plant allies base 1

allies base 1 bombtimer

defuse allies base 1

allies base 1 destroyed

current HUD Hardcore layout











