12 березня 2014
So - some more info on the Mission Editor we posted here vs. the Advanced Editor. The Mission Editor is intended to be less intimidating than the Advanced one for users who haven't worked with map making software before. Both are there, however, in order to allow users who know what they're doing or are willing to put the time in to learn to really deck their maps out. But yeah - the Mission Editor is more for people who have never used editor software and don't think they have the skill to make maps.
A big part of that is essentially putting on blinders - many of the more dangerous or complex settings aren't accessible in the Mission Editor, so it's far less likely that you'll get yourself into a bind with corrupt or unworkable stuff. That, of course, also means that you don't have access to a lot of things you'd perhaps like to do, like weather effects or moving objects. It's a tradeoff made acceptable by the inclusion of the advanced editor.
A bigger part, however, is doing some things automatically - we fill in a bunch of the obscure settings and add obscure objects you need in place, so you can focus on laying out a space. I've been working on tutorial documentation, and the workflow essentially goes like this:
1 - Open the editor
2 - Pick which mission type and base environment you want to use
3 - add walls and lights and stuff using the 2-click (click wall piece you want, click in world to place one) interface you see in the image we posted
4 - Build lighting, test your map, save
5 - Publish to workshop
If you're so inclined, you can therefore make a map by simply laying out walls - no crazy editor experience required. It's made to mostly match the workflow and keys you'd use in the Advanced Editor, so the intent is that you get comfortable enough to easily jump into the advanced editor and make more complex stuff.
And since I haven't been terribly explicit about the Advanced Editor, it's the tool we use. It's Unreal Editor 3, with our game code and assets - which means that just about any and every tutorial you find for Unreal Engine or Unreal Development Kit (UDK) translates directly. You can make and place your own meshes, particles, materials, BSP structures, or use ours; you can also use Kismet (visual scripting) to make any kind of mission you can think of. I've used it to make a mission where you have a VIP, you turn off AA batteries (or shut down the whole grid), then pick an extract point to set off a signaling flare, then hold out until a helicopter flies in to that spot and the VIP jumps on the rope ladder. And it wasn't near as complex as you could get. The only major difference is that I can locally mess with the assets we made in ways that you won't be able to directly - you won't be able to alter the floor pieces we use in our maps, for instance, in such a way that all other players fall through. You'd have to open one of our maps, copy our stuff, and manipulate that to troll people.
All this freedom comes with a lot of risk for inappropriate content, of course. We're relying more on the community to vote stuff up or down this time, as well as mods - it's not going to be as heavily controlled as it was when the Mission Depot was a thing. For the most part though we wanted to clear the way as much as possible for people to make incredible stuff for other players, so we'll do what we can to cut down on farming maps and offensive imagery without infringing on creator freedom too much.
We're planning on having some of the Level Designers (and myself) stream ourselves using the editor (both types) on Twitch or something in the days following the mission editor release, and probably sporadically afterward too. That would let someone watch us work while also asking questions - questions we can show the answer to, rather than just describe. In any case, we don't want there to be any excuse for anyone to say "I want to make a map, but I don't know how."
20 лютого 2014
The development team is pleased to announce that the following new features as well as various issues were addressed with the update released on Thursday, 20 February 2014.
- Red Line, a Czervenian military train depot, available as a 12v12 FLO C4 mission (new game type - see below) as well as 6v6 and 12v12 extract missions
- New lit variant of Harbor Assault is available
- Night time version of Harbor Assault renamed to Harbor Assault Night and removed from rotation (still available via vote)
- Bridge Night similarly removed from rotation
- Each Harbor Assault showcases the new game type: Take & Hold (another new game type - again, see below)
- New version of Watchdog is available with the new C4 game type (old Watchdog is removed from rotation)
New Mission Type - C4
- C4 is a new mission type where the attacker's goal is to arm and place a C4 charge at one of two objective locations. The defenders aim to prevent this by either eliminating the attackers or disarming a placed charge. The defenders may also win by securing a dropped C4 charge.
New Mission Type - Take & Hold
- Take and Hold is a new mission type where each side's goal is to capture all objectives. Each objective may be take and retaken by each side. If time expires the team with the most objectives is declared the winner; if the teams are tied on objectives when time expires the round is a draw.
- Matches are now a best of 15 format for BDX and FLO maps by default
- Admins may set rounds per match to an even number
- Matches may now end in a draw
- Rounds in the new Take & Hold game type may end in a draw
- FLO round time is now five minutes; BDX round time is four minutes; admins may modify this as desired
- A separate server-defined variable now controls the wait duration on the round teams swap; by default this is an additional 10 seconds
- A new server variable, bPlayAllRounds, allows the admin to set it so all rounds of a match will be played (i.e. the match does not end when one team has won a majority of the rounds)
- Admin message lengthened and handles special characters correctly
- Numerical input for mouse sensitivity added
- Gamma calibration screen is now available in place of the brightness slider
- Players may now choose to unbind a command completely via the UI
- The upcoming map is displayed on the match AAR screen
Round One Experience
- Upon the start of a new match, players are put in free cam after selecting a team
- VOIP is available during this time
- Teams are auto-balanced prior to the start of the round one
Locations & Report In
- Map location labels are now displayed beneath the radar
- If you feel a location is mislabeled or additional labels are needed please post suggestions on the forums
- Players may now report in to teammates via the 'U' key; this key may be rebound as desired
- The report is received via text chat and includes player's location and status
- This feature is throttled to prevent spamming
- Secured and non-revivable players may not report in; players who are being choked out also may not report in
- Q and E now moves the free cam up and down
- Spectators now properly see the round countdown timer
- The compass & radar now remains up in all spectator camera modes
- Enhanced spectator UI is now available to dedicated spectators only (players on the spectate team); see below for more details
Enhanced Spectator UI
- This UI is only available to players on the spectate team. It is enabled by default and may be toggled off via F4. While the UI enabled, spectators may quickly jump between player's points of view via hot keys (hot keys are number and shift+number keys).
- Free cam positions may be bookmarked via shift-F5, shift-F6 and shift-F7; quickly jump to these positions by using F5, F6 and F7.<
- This feature should be considered to be in an ALPHA state.
- Accuracy cone on all weapons removed
- M9 and shotgun muzzle velocity and bullet lifetime adjusted; rounds from each now travel a much more realistic distance with expected bullet drop behavior
- Shotgun spread reduced (i.e. more accurate)
- New sight, the holosight, added to the M4 and M249
- Recoil on M249 decreased
- M249 causes a bit more suppression
- Recoil on M4 & M14 increased
- M4 and shotgun draw time following a sprint increased
- Sway on M4 increased
- Flashbangs no longer flash through walls
- Grenade throwing is now snappier and more responsive
- Footstep audio iterated on; footsteps noticeable further away
- Sprinting is a bit louder, crouch walking is a bit quieter; sighted movement produces less noise than before
- Prone movement volume significantly reduced
- Leaning no longer produces a sound beyond the local client
- Fixed issue where running and strafing would often drop footstep audio
- A take down produces much less noise now
- M9 firing audio pitched down
- "Hooah!" is louder
- Characters no longer forced to take a few steps following a hurdle, vault or mantle
- Launcher layout addressed for increased usability
- Controls can be adjusted from within the launcher (button found on the Settings page)
- Players may now mark servers as favorites or blacklist undesirable ones via a right click option
- Launcher now links directly with your profile on the America's Army webpage
- US soldiers now come with one of three sets of randomly selected eye protection lenses
- When grabbing ammo the magazine with the smallest ammo count is replaced; no longer is an empty magazine required
- F9 may be used to take screenshots; this key may be rebound if desired
- Admin command to pause now actually pauses the match (freezes players in place)
- Take down distance reduced to two meters (was 2.5 meters)
- Prone take down attempts are much more reliable now
- Loading screens have distinct tips for low, mid and high level players
- Players recover from suppression a bit quicker
- AFK timer is now properly two minutes
- Players are informed when they may no longer be revived
- Honor cap raised to 100
- When the flag is dropped defenders do not see a HUD icon for it
- NVG effect on night maps improved
- In order for a vote to pass there must be 1) more yes votes than no's and 2) one yes vote for every three eligible voters (i.e. on a full 12v12 server, a least eight yes votes are required to change the map)
- When arming, disarming or securing the C4 charge from a crouch position the first person camera pops into a standing position for the duration of the animation; the character is not actually standing and remains crouched.
- When securing the C4 charge from prone the character will pop into a crouched position.
- Attempting to sight up and begin a sprint nearly simultaneously can sometimes put the character into a slow sprint state; stop moving for a moment or change posture to get out of this state.
- Players will rarely lose the ability to report in when down.