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5mcy0a28ylbb's avatar
5mcy0a28ylbb
Seasoned Newcomer
28 days ago

Innovation Z3EZV - BF6 Custom Portal Map

Check out this super large scale custom portal map.  To play use this EXPERIENCE CODE: Z3EZV

Features:

Full conquest mode with objectives.

Fully diverse forest to explore

Highways populated with vehicles, signage, and platforms

Custom structures and bases.

Features a mix of all vehicles including increased game boundaries to comfortable pilot jets.

Supports 64 players with backfill custom ai bots.

Still in development and feedback is appreciated. Will be developing more unique maps like this.

18 Replies

  • DaHuntar18's avatar
    DaHuntar18
    New Novice
    25 days ago

    Will do, thanks.

    We are going to get updated photos of the new maps I've been developing and I'll make sure to share them in your post as well.

    There are two new maps in addition to the one in this post.

    One on golf course with a skyscraper and large forest with ruins.

    Another on firestorm with a highway and 4 new bases included a large spire on the mountains.

  • Ty_Ger07's avatar
    Ty_Ger07
    Rising Veteran
    24 days ago

    DaHuntar, I'm struggling with a problem that shouod be easy. On Golf Course map, all objectives are Alpha in the game. Even though the rules correctly increment them, the in-game map and hud says every one is alpha. I reload a fresh unmodified copy of golf course and make objectives with no other mods, and same thing.  I make objectives on other maps and no problem.

    Do you know what part of the default golf course map design is causing the issue that I need to change? It's driving me nuts.

  • DaHuntar18's avatar
    DaHuntar18
    New Novice
    24 days ago

    There should be an object id assigned to each objective. Each objective should have a different id that corresponds/references the correct letter in rules/logic.

    There could be an array of capture points that needs to be properly assigned their values in order to track them.

    There should be a node called capture points or objectives. All actual points will be children of this node. It will have an array that manages all of the capture points. You need to make sure all those points are assigned in the array and each point itself has the proper object id to what should be in logic.

    Hopefully this makes sense

  • Ty_Ger07's avatar
    Ty_Ger07
    Rising Veteran
    23 days ago

    Yes it does make sense. But does not work.

    Any other map, I make a node for the objectives and then children nodes for each objective with different IDs. I can host it, with zero rules, and they appear in the game in alphabetic order that matches the numeric order of the IDs. Of course without rules they can't be captured, but they are on the map correctly.

    That's basicly the only thing I can't do on the golf course map. On the golf course map, with rules, they have the values A, B, C, etcetera, correctly, and they can be captured. But on the map they are all alpha. That's the thing that doesn't make sense. It is the game engine that is not properly incrementing them with different letters, not the rules. The rules understand it just fine.  It's driving me nuts. I just gave up. Maybe I will beat my head against the wall again sometime.

  • DaHuntar18's avatar
    DaHuntar18
    New Novice
    23 days ago

    Check out viperandystudios custom conquest template at bfportal.gg

  • Ty_Ger07's avatar
    Ty_Ger07
    Rising Veteran
    23 days ago

    I hope you don't mind me continuing this discussion here. I figure you won't mind since it will continue to give this thread views. If you do mind, please tell me where you would rather discuss this.

    I will provide some screenshots.

    To debug, I used the default clubhouse map, with nothing changed, and then added the capture points. All the capture points are separate nodes with separate IDs with valid spawn positions that are all above ground and referenced in the capture point team arrays. In the screenshot, there are some nodes collapsed in order to see the important nodes in the list. I used the viperandy capture point template.

     

    Then, after submitting the custom server for publishing in Portal, with NO rules enabled, this is the result. The objectives show up, but they are all Alpha.  I have tried moving them far apart, but the same thing happens.

    Since there are no rules enabled, they can't be captured or interacted with in any way. This is just proof that it is a game engine or server problem.

     

    When I enable rules, they can be captured, and capture with the correct lettering.

    Here, B is captured. It shows B per the rules. But, in the game objective flag and map, it is still A.

    You made a conquest map inside of clubhouse (golf course), right?  You didn't have this issue?  It's driving me nuts.  Maybe the 4.5.1 version of godot has a bug in the way it exports the json file?  I don't know where the problem is.  It's crazy.

     

    What am I doing wrong?

    If I do this in Tech Sector, it all works fine.

  • Ty_Ger07's avatar
    Ty_Ger07
    Rising Veteran
    21 days ago

    Nevermind. I think I figured it out. I'm dense. For some reason some maps need a sector node?

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