[RELEASE] OPEN CALL 3 MAP PACK

Here's a good fix I thought of everyone!

save your console issues as "oc3patch.cs" and add to core folder

Code:
// rez/oc3/brakeforce patch  

function OC3Patch() after Bootstrap::evalSearchPath
{
	$ConsoleWorld::DefaultSearchPath = $ConsoleWorld::DefaultSearchPath @ "rez;rez/missions;opencall3;opencall3/missions;brakeforce;brakeforce/missions;";
}

Glad to help all
 
save as oc3patch.cs (or whatever.cs) and add to core folder

stop fucking with console.cs you monkeys

Code:
// rez/oc3/brakeforce patch  

function OC3Patch() after Bootstrap::evalSearchPath
{
	$ConsoleWorld::DefaultSearchPath = $ConsoleWorld::DefaultSearchPath @ "rez;rez/missions;opencall3;opencall3/missions;brakeforce;brakeforce/missions;";
}

Here's an alternative.

Posting this because some of you might not know this way even exists.
Code:
function oc3patch(%modName) after Bootstrap::getModEvalPath
{ 
	%attach = "rez;";
	%attach = %attach ~ "rez/missions;";
	%attach = %attach ~ "opencall3;";
	%attach = %attach ~ "opencall3/missions;";
	%attach = %attach ~ "brakeforce;";
	%attach = %attach ~ "brakeforce/missions;";
	return_chained %ret ~ %attach;
        //alternatively you could replace the return_chained line with
        //%ret = %ret ~ %attach;
}

Learn more in /base/scripts/unittests/attachtest.cs
 
Last edited:
save as oc3patch.cs (or whatever.cs) and add to core folder

stop fucking with console.cs you monkeys

Code:
// rez/oc3/brakeforce patch  

function OC3Patch() after Bootstrap::evalSearchPath
{
	$ConsoleWorld::DefaultSearchPath = $ConsoleWorld::DefaultSearchPath @ "rez;rez/missions;opencall3;opencall3/missions;brakeforce;brakeforce/missions;";
}
^ This has been done, and the zip no longer contains a console.cs file.

Now calm down, you maniacs.

(thx lemon)
 
I like the maps. Not sure if I've played them all but good job from what I've seen. I'd love to see a C&H map with the action/speed of LT. Think: A Dish Best Served Cold with less suck.
 
We were thinking about maps like that. I wanted a PeakPerformance pseudo-remake. After awhile I decided it wasn't even worth thinking about. C&H was DOA back in 98.
 
How about a C+H with progressive objectives?

e.g. cap obj1 now cap obj 2 etc.

Once it's captured you move on and that objective is disabled.
 
But that would be awesome :eek: Would it be difficult? I came up with that idea years ago but I've never had the know-how to do it.
 
Capture & Advance?

Assuming new spawn points for each new objective, maybe it needs to be held for 6 - 8 secs before it's considered captured?
 
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