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Operation Battlefield is a singleplayer/coop mod/mission for Operation Flashpoint Dragon Rising that seeks to bring the conquest style gameplay from Battlefield 2 to Codemaster's Ego engine. While there are clear cut differences in the capabilities of the engines, the game mechanics in Operation Battlefield are a fair representation of those found in DICE's Battlefield 2.

Report abuse Operation Battlefield v1.1 template
Filename
OBF_template_and_entity_database.zip
Type
Full Version
Uploader
tvig0r0us
Date
Dec 19th, 2010
Size
1.83mb (1,920,800 bytes)
Downloads
219 (1 today)
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Description

This is version 1.1 of the Operation Battlefield template and the custom entity database. Make sure you back up your database file before installation.


Contents:
    - "Operation BF.mssn"  Operation Battlefield template v1.1
    - "OBF West Road.mssn"  Operation Battlefield West Road .mssn file (sample mission)
    - "EntityDatabase.xml"  Entity Database

Installation:
    - Backup the following file &#xYo;urGameDirectory%/Mission Editor/Database/EntityDatabase.xml
    - Unzip the file into your Operation Flashpoint Dragon Rising game directory.
Use:
    To create a mission, simply open the file "Operation BF.mssn" in you mission editor.

    When the file loads, do a "save as" and rename it to the mission name of your choice.

    You will see all of the control zones, the US base zone and the PLA base zone.

    Select all of the entities and move them to the part of the map you wish to create your mission on.

    Start arranging your mission by moving the control zones keep all of the components of the zone inside the red sqare.  DO NOT PLACE ANY OF THE POINTS OUTSIDE OF THE ZONE THEY ARE IN AT THE BEGINNING.

    Once you have your general locations picked, zoom in one each zone at a time placing the points at strategic positions inside the zone and adjusting the size and shape of the zone as needed.  For a team to take control of a zone they must be inside it.  For each person inside a zone when the numbers are counted, a point is added (US) or subtracted (PLA) from the zone's score.  When the score is over 150, the zone is controlled by the US, when below 50 it is controlled by the PLA.  If the score is above 175, the points inside the zone will be available to the US as spawn points and below 25 will spawn PLA.
   

    After you have placed all of the zones and their points, you must pick the playerteam starting location.  The player team is located in the central part of the template.  Select the playerteam and all of its members and move them to the location you wish them to start the game.

    Now you are ready to place the vehicles.  Even if you do not want to use vehicles in the mission by default, I suggest placing them in somewhat strategic locations so they can be activated later by the unique mission configuration file.  You will want to place the vehicles in somewhat close proximity to a defend point so the AI will find and use the vehicle.

    Once you have placed all of the basic elements of your mission, it is time to do a little bit of lua editing.  The lua file is commented and unless you have knowlege coding lua for OFDR, I suggest only the lines noted in the file.
   
    Select the level.lua tab in the main window.  Scroll down until you see a comment that says: "DO NOT EDIT ABOVE THIS POINT"  Next to each of the variables you will find comments explaining what the variable does.  You can create different game conditions by modifying these values, but you can also mess the game up as well, so I'll just list a few do's and dont's here.

        Things to remember:
            -always change the mission name to a unique name for the mission.  The configuration file created by the mission will be named based on what you put here.

            -only change the "use_config" setting if you wish to hardcode the variables.  This means that no config file will be created or used for the mission so you can set all of the conditions you want in the mission to be used every time you play it.

            -change the defend and engage distances according to how spread out the mission is on the map.  Use larger numbers for spread out missions and smaller numbers for close quarters.  These are global variables so they will affect all locations.
           
            -decide if you want the game to end when one team takes all of the control zones and set domination accordingly.  If you are creating a mission where you engage or defend an area that is under complete control, you will want this to be off so that the mission does not end as soon as it starts.

            -Decide who will control what zones to start the game and set them accordingly in the zonescore section of the variables.  The zonescores are affected as shown above.  You can also randomize them if you wish.

            -Decide wether you want to use uncap zones or not.  If you do not the game will end when one team captures all of the cappable zones.

            -Remember it is not necessary to use all of the zones.  The variable "number_zones" sets the number of zones in use by the current mission.  They will be used in order with the higher number zones going unuse.  7 is the maximum with 1 being like King of the Hill.
           
            -It is important to note that when a single player mission begins, the player will be alone until spawning begins.  For the player fireteam to get other members, the playerteam must be inside either inside of a US controlled zone or inside of the US base zone with uncaps enabled.

            - You can test your mission at any time by pressing the play button in the toolbar of the editor.  If there are major errors, the editor will stop and point them out.

            -If you do not use any of the prefab propsets I've included in the template, delete them as they will use valuable resources and slow the performance of the game.

            -When placing props, you will want to become familar with using live link so you can fine tune the position of the props and create a real immersive environment.

    After you have done all of this, click on the "mission properties" tab in the editor.  Give the mission a unique name.  Once you have tested the mission and are ready to export it, click "File" in the menu and select export.  Click export in the menu box that opens up and you are ready to play and share your mission!!

New in this version:
    -changed tickets to resources.... thinking of the ticket count as an inventory of resources kinda tickled my imagination, so I changed it!!
    -added "double_assault" and "resource_drain" variables to control the amount of resources (if any) drained when one team controls a majority of the map.

I think that's all for now..... enjoy!!!

Preview Image
Operation Battlefield v1.1 template
Post comment Comments
tvig0r0us
tvig0r0us Dec 22 2010, 5:07pm says:

Hello all. I have been made aware of an issue involving us troops maintaining a defensive position despite an area being under complete control and no PLA in the vicinity. I just wanted to let everyone know that if they notice this issue, I am aware and will be releasing an update for the mission template. I appologize for the issue, but the update will have some surprises!

Cheers

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Platform
Windows
Developed By
tvig0r0us
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Release Date
Released Dec 12, 2010
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MD5 Hash
b669851a59ffb0942e2186396bda612c
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