News:

1/10/2024 Fweclans, new WebPage's are done and running, FWE GALLERY  and    MAIN ENTRY

Main Menu
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - {FWE}Blake-Adm

#1
Chit Chat / New Xfire name
June 21, 2010, 08:03:47 PM
Hey everyone! Just wanted to give you all a heads up that i have a new xfire name because my old one was getting too cluttered! It's blake1528, hope to talk to you guys soon!
#2
Chit Chat / Thesis work
May 01, 2010, 01:24:38 PM
I've recently had to choose a semester project for school and the assignment is to find a problem and fix it using skills we have developed over the course of the classes. As such, i've chosen to *attempt* to fix the crashing issue that the client has with crysis wars. I have the game for steam and the regular disc so if anyone wants to add me to their steam list my name is giant2na on there. Wish me luck!
#3
Chit Chat / School's almost over.
January 01, 2010, 10:36:36 PM
Just wanted to give everyone a heads up that school's almost over for me, can't wait to get back and talk to everyone!  ;D
#4
Crysis Wars Tutorials / Pick A Tutorial
November 08, 2009, 11:04:33 PM
Pick an option for what new tutorial for me to start on first.
#5
Crysis Wars Tutorials / Crysis Wars Weapon Attachments
November 08, 2009, 09:46:03 PM
                                                                                             Weapon Customization

Precision Scope

This is a high tech 4 and 10-power telescopic sight using advanced technology and gives you the range in meters. These scopes are ideal for finding targets at long range. It has both 4x and 10x magnification levels. This scope mounts to any rifle, submachine gun, or shotgun.



Assault Scope

This is a 4x scope modeled after the NSN ACOG and attaches to any rifle, submachine gun, or shotgun. It's best used at medium range.



Holographic sight

This is a standard red dot holographic sight that assists with aiming especially in low light conditions. It is based on an EoTech holographic sight, and the holographic red dot reticle compensates for gun movement. It is best suited at close range. It does not zoom very much. It mounts to any rifle, submachine gun, or shotgun.



Iron sights

This is looking down the barrel without the benefit of a scope. Your accuracy improves a bit compared to when you are not aiming and it's suitable for close range combat.



                                                                                                    Attachments

Silencer

This suppressor allows for a much quieter and stealthier approach to fighting enemies. Using the Silencer however will cause bullets to become less effective, due to the low velocity rounds necessary for a Silencer to operate as intended.



Laser Aiming Module (LAM) Rifle

This can be added to any rifle in Crysis and is usually used in dark places or at night when it becomes difficult to see anything from a distance. Once added, the player can choose between a laser sight or flashlight



Laser Aiming Module (LAM) Pistol
This is just like the rifle LAM except it only fits on the SOCOM pistol.



Grenade Launcher

Grenades are fired from this attachment underneath the gun barrel. It is reloaded after 1 round and you can carry a maximum of 10 spare grenades. Only mounts to the FY71 and SCAR.





#6
Crysis Wars Tutorials / Crysis Wars NanoSuit
November 08, 2009, 09:40:13 PM
Nanosuit

Strength

When Strength mode is enabled, energy is delivered to the nanomuscles of the suit. This allows the player to perform tasks with superhuman strength abilities, such as lifting and throwing heavy objects long distances, jumping onto rooftops, punching through walls, and battering opponents with fallen trees, sticks... or chickens. Also, the added strength helps Jake deal with the recoil from weapons. However, when taking advantage of strength mode massive amounts of suit energy is used up.



Speed

Although speed mode makes Jake very vulnerable, with it, he can quickly evade enemy fire and run for cover, jump over chasms or from one rooftop to another, fly out of the water like a dolphin to attack a player before returning to the water, or even equip weapons faster. This nanosuit mode can quickly be combined with another mode such as strength, where Jake could run up to a North Korean soldier, quickly change to strength mode and throw the soldier into a tree or punch him to death.



Armor

The safest mode to be in. While in armor mode, Jake's health and energy levels regenerate at an impressive rate. In addition to that, Jake can take quite a lot of bullets compared to the other modes where he is more vulnerable. It is the mode most used during firefights for this reason. Also, shooting or moving while cloaked, jumping while in strength mode, or sprinting while in speed mode depletes suit energy rapidly so armor mode is useful for preparing to take full advantage of those modes, as well as conserve energy.



Cloak

Cloak mode makes the player transparent. The player can stalk through the foliage unnoticed, although bending leaves and shaking bushes all the way through, so it will not make the player completely invisible.

#7
Crysis Wars Tutorials / Crysis Wars Vehicle List
November 08, 2009, 09:09:06 PM
North Korean Land Vehicles


NK T-108 Light Tank
This is the most common North Korean tank and appears to be modeled after the North Korean Ch'ŏnma-ho MBT [1]. It has minimal armor which is fortified with plates on the front and turret. This tank features a cannon which fires a heavy explosive, along with a minigun turret.



NK T-109 TAC Tank

This is the North Korean heavy battle tank that appears to be modeled from the Chinese Type 99. This tank is only found in Power Struggle. It fires a nuclear bomb similar to that of the TAC Launcher, and features a minigun turret controlled by the driver and a Shi Ten turret which is operated by a second passenger.



NK Troop Transporter

A utility truck with a mounted machine gun that looks like it could serve as a troop or supply transporter and appears to be modeled on a Russian KAMAZ truck. This truck holds 11 people, 10 seated and one on the centrally mounted Shi Ten turret. This truck features a temporary NOS boost using shift.



HMLTV-998 Bulldog

A common transportation vehicle with a mounted machine gun on top it's modeled from the Dongfeng EQ2050. It's more durable than a jeep and has a capacity of 5 people (four sitting and one on machine gun.) E3 2007 footage revealed that the Bulldog has a temporary NOS boost.



North Korean Marine Vessels

Patrol boat

A fast marine vessel with one main hull and two hydrofoil-like pontoons; one on each side. The vessel has a drivers seat on the top, a gun turret on the front, the same as that on the smaller boats, and several passenger seats in the rear.



NK Amphibious APC

An 8 wheeled amphibious armored personnel carrier. Capable of seating 6 plus the driver and firing anti-armor rounds as well as armor piercing missiles, this vehicle is equally at home fighting on land or on water. Top speed of 40 mph on land.



North Korean Aircraft

WZ-19 Attack Helicopter

This large helicopter has a pilot and gunner and is the primary air transport for the NK army. It appears to be an combination WZ-10/Mi-24 Hind and has a gatling gun and rocket pods. Troop capacity is two soldiers.



Fighter jet

A NK fighter jets are seen flying distant in the first stage of Crysis, through the editor it is seen that it is identical to the Chinese J-10 fighter. In Crysis Warhead, there are new fighters that do more, in the end of the first mission, they're chasing and shooting down Sierra 2 and dropping raids of bombs to the player's risk.They are also seen in the airfield level accompannying a crago plane and being shot down eventually by the alien raid. Their design is based on the Su-30MKK "Flanker".


United State's Land Vehicles

M5A2 Atlas MBT (Main Battle Tank)

This is the standard US tank and is modeled from the British Challenger I [hull, main gun, optics], US M1A1 Abrams [turbine, turret bustle racks, hatches, CIS cover] and Israeli Merkava 3 [turret front]. It features a main cannon which fires anti-tank rounds along with coaxial machine gun. A standard light machine gun turret can be operated by a passenger.



Heavy Gauss Tank

This is an Atlas tank with a heavy gauss rifle, which is capable of destroying any vehicle. This tank is seen once in single player however you cannot operate it. Its main gun fires a slug which hits almost instantaneously and can destroy any vehicle.


XM544 Thor TAC Tank

This tank is only found in the multiplayer game mode Power Struggle. It fires a projectile tactical nuclear bomb similar to that of the TAC Cannon. This vehicle is capable of destroying enemy facilities. It also features a GK8 Gauss Rifle turret and a minigun turret which is controlled by the driver.

Anti-Aircraft Artillery

The Chinese have numerous SPAAA vehicles to bolster air defense for both the naval and land forces. It modeled from the Chinese Type 95 (aka PGZ-95.) In Power Struggle this vehicle is operational (along with a US version). It fires rapid firing anti aircraft artillery rounds along with high velocity missiles. This vehicle is operational at the end of the single player campaign however it cannot be driven (only the guns are enabled for usage).



United States Navy Vessels


US submarines

Several submarines support the USS Constitution as well. One of them serves as the US base of one of the multiplayer maps. They are not seen in the story.



Assault boat

These are fast, maneuverable craft that holds up to six passengers; driver, gunner, and four passengers. It's armed with a mounted machine gun which can be fired by driver or gunner (driver can only operate turret in single player on easy or normal mode).



United State's Aircraft

VTOL

This aircraft is capable of vertical takeoffs and landings (VTOL) and is the primary method for US air transport. It is has machine gun and missile armament. Capacity is 8 including pilot and gunner. Their is also a heavy variant which is use to ferry tanks to the island.



Civilian Vehicles

Pickup

This standard two seat pickup truck is driveable in both SP and MP. It doesn't have any defenses, but appears to have a NOS boost to make for some quick traveling. This vehicle can be found in a police truck version.



Speedboat

This is a twin engine power boat with room for a driver and an unknown number of passengers. Although fast, it doesn't have any defenses.






#8
Crysis Wars Tutorials / Crysis Wars Weapon list
November 08, 2009, 08:28:46 PM
Assault Rifles

SCAR

The 6.8x45mm SCAR (SOF Combat Assault Rifle) is your main weapon in the single player campaign. While it shares the name of the current FN SCAR, the SCAR in Crysis bears a stronger resemblance to the XM8 rifle. It has a 40 round magazine capacity plus one round in the chamber and a maximum 280 rounds carried for reloading. Attachments include scopes, silencer, flashlight, laser aiming module, tactical (tranquilizer) attachment and an under barrel grenade launcher. The SCAR is more powerful than the FY71 and works in medium to long combat. It has both a automatic mode and a single shot mode. On the earlier levels there is very limited ammunition for this weapon and it is advised that you use it up and then switch to a FY71. When you find it later in the game you find an entire new rifle so there's no need to worry about getting ammunition without having the weapon.





FY-71 Assault Rifle

The FY-71 is the primary North Korean weapon which is modelled from the 5.45mm AK-74N. It has a 30 round capacity plus one round in the chamber with a maximum 300 further rounds carried for reloading. In addition to standard "ball" ammunition it can also use special incendiary rounds wich are found in NK weapon storages. Capacity for incendiary ammo is the same as the standard ammunition. Attachments include scopes, silencer, flashlight, laser aiming module, tactical (tranquilizer) attachment and an under barrel grenade launcher. The FY71 is less effective than the SCAR. There is nearly unlimited ammunition for this weapon as almost all North Koreans drop them and they can be found in weapon storages. It works well in medium range combat. It has both a automatic mode and a single shot mode. It is advised you get this weapon as soon as your SCAR runs out and then stick with it for the rest of the game. About mid-game there is incendiary ammunition to be found for this weapon, wich explodes on impact and deals alot of damage even to fully armored North Koreans.





Submachine Gun

MPX8

Based on the Heckler and Koch MP7, the Submachine Gun is a weapon more rarely used by the North Koreans which can also be found laying around in weapon storages. It is modelled after the 4.6mm H&K MP7A1. It has a 50 round magazine plus one round in the chamber and a maximum 350 further rounds carried for reloading. Attachments include scopes, silcencer, flashlight, and the laser aiming module. It is very effective in close-medium range combat but is rather mediocre at long range combat. It has both a automatic and a single shot mode. It doesn't appear until mid-late-game and from there appears more frequently. Ít is the first weapon found to have a laser aiming module attached. It is advised to be picked up once, for the laser aiming modules sake.





Shotgun

Tactical Shotgun

The Tactical Shotgun is great at close quarters battle in the game, and is pump action. It is modelled after the Benelli M4 Super 90 / M1014 JSCS shotgun. It is used by the North Koreans more rarely than the MPX8. It is commonly used by jungle patrols. It has an 8 round capacity with a maximum 40 further rounds carried for reloading. Attachments include scopes, flashlight and the laser aiming module. Its two firing modes are wide and accurate, with wide dealing more damage in close combat and accurate dealing somewhat damage in medium combat. This weapon is truly devastating at close range combat and can blast down a North Korean in a single blast, an alien trooper in three. While it is best at close range combat it can be switched to accuracy mode and be used for medium range combat.




Sniper Rifle

DSG-1

The DSG-1 is excellent at long range combat in the game and is rarely used by North Koreans and Nanosuits. It appears to be modelled after a kind of hybrid cross between the bolt action AMP TS DSR-1 and the semi automatic H&K PSG-1. It has a 10 round capacity with one round in the chamber, and a maximum of 30 spare rounds carried for reloading. Attachments include scopes, flashlight and the laser aiming module. It is very useful for long range combat and is very powerful. It can kill a unarmored North Korean in one shot and Nanosuits in just a few. Headshots take extra damage. As it cannot be equipped with a silencer it is recommended to be used from a well-hidden location or leaning out from cover. Using Armor, Strength or Speed while firing and then directly switching to cloak is very useful to conceal ones location. It can be first found in Chapter 2: Recovery and has very limited ammunition.

Pistols

Bauer 1980 SOCOM Pistol

This weapon is the primary pistol in the single player campaign and the default US pistol in multiplayer. It's modeled from the H&K 4.6x30mm UCP and has a 20 round magazine capacity with one round in the chamber. You can carry a maximum of 200 spare rounds in single player. The pistol attachments are the silencer, flashlight, and laser sight. The player can dual wield and customize the SOCOM for extra firepower.




Heavy Weaponry

Hurricane Minigun

This is a six barrel Gatling gun. While it can be carried in any of the nanosuit's modes, strength mode greatly decreases recoil of the weapon, and allows the player to move slightly faster. It has a very high rate of fire and a 500 round magazine capacity capacity with a spare 500 round drum magazine being carried for reload. When initially firing the weapon it must be remembered that it takes a second or so for the barrel cluster to spin up to speed before the feeder/delinker starts to feed rounds into the gun.
This weapon is based on real world Gatling Guns of the rifle calibre "Minigun" variety, specifically the XM214 "Microgun" a 5.56mm, six barreled Gatling Gun that was developed in the 1970s from the 7.62mm M134 Minigun. The XM214 never entered service.




GK8 Gauss Rifle

This futuristic electromagnetic rifle fires depleted uranium slugs at 8 times the speed of sound dealing massive damage on impact. It has a five round magazine capacity plus one round in the chamber with a further twenty rounds maximum carried for reloading. It is slow firing but becomes a deadly sniper rifle with a 4X, 10X scope fitted. It is capable of one hit killing KPA nanosuites with one well place headshot. The GK8 is the best rifle for long range combat in the game.




Shi Ten

There are several places in the single player campaign where the North Koreans have mounted machine guns which you can use against them. You can also find them at strategic spots on the multiplayer maps. They appear to be modeled after the Chinese Type 88. There's also MMG's on the Bulldogs and assault boats. These turrets feature unlimited ammo but they overheat when firing in long bursts.





AutoTurret

These automated turrets are an updated version of the Close-In Weapon System (CIWS) found in many military forces around the world to include the Dutch Goalkeeper, the US Phalanx, and the Chinese Type 730. However, in addition to the 20mm+ calibre Gatling gun of today's systems those in Crysis also have rockets and they fire on enemy targets as they approach the base.



Ordnance

LAW Rocket Launcher

The LAW (Light Anti-tank Weapon) is a futuristic version of the MBT-LAW shoulder fired recoilless missile launcher which takes numerous features off of the AT4 CS (confined space capability) and the BILL 2 (warhead and guidance). It is primarily used to take out tanks, helicopters, and other vehicles. It is a three shot throw away weapon that utilizes a line of sight laser guidance system. You may only carry one launcher tube at a time. It was previously said that there are two versions of this weapon, one with a laser guiding system and another heatseeking version. In the full game there is no heatseeking version, only a laser guided one. The LAW features a 4X scope and a laser sight.




C4

A powerful demolitions plastic explosive pack that can be stuck on virtually any object. Using it is a two step process. First you place the pack on the target and get a safe distance away. Then you change to the trigger switch and watch the fireworks!



Claymore

The claymore fires shrapnel, in the form of steel balls, out to about 100 meters across a 60° arc in front of the device. Claymores are only found in multiplayer.





M15 Anti Tank Mine

These are placed strategically along common vehicle routes to destroy vehicles and ambush a convoy. The M15 AT Mine is 13-1/8 inches in diameter, 4-7/8 inches high, and weighs 30 pounds with 22 pounds of high explosives. The mine is a track-breaker and is activated by 350 pounds of pressure.



Grenades

M26A1 Fragmentation Grenade

This hand grenade can be thrown 40 meters by the average soldier. The effective killing radius is 5 meters and the effective casualty-producing radius is 15 meters.



M84 Flashbang Grenade

The M84 stun grenade is a non-lethal, low hazard, non-shrapnel producing explosive device intended to confuse, disorient or momentarily distract potential threat personnel with a bright light (the flash) and a loud noise (the bang). The light is so intense that it burns into the back of the eye, basically causing the victim to see the last thing they saw before the flash for roughly five seconds, before the eyes reset themselves. The bang will damage the victim's hearing, and can actually make them lose balance by affecting the liquid in the semicircular canals of the ear.




AN-M8 HC Smoke Grenade

The grenade emits a dense cloud of white smoke for a few seconds. The smoke grenade is meant for covering movement over a wide area.




Melee Attacks
Fists

Give the enemy an old fashioned beat down with your fists. Can be used with the nanosuit's strength mode for added damage to enemies and to break objects such as shack roofs and walls, wooden boxes, doors, etc.





Weapon Melee

Using the buttstock of a rifle or using an entire pistol as a whip, you can kill enemies in an embarrassing fashion. Again, this attack can also be combined with the nanosuit's strength mode to take down shacks, break boxes, etc.





Weapon Of Mass Destruction

TAC Launcher

An arm-held ERW (enhanced radiation weapon) nuclear device that fires a yellow glowing projectile in a grenade-launching style. Upon impact of the projectile on a surface, it would generate a nuclear fission creating an explosion with a shape of a mushroom cloud. This is also known as a neutron bomb, due to it's lesser area of damage than conventional nuclear bombs. The hyper-center of the nuclear explosion is about 20 metres in diameter. It is powerd by your suit in the storyline and reqires a lock on befor you can fire it. You only get this on the last level and can only use it aginst the Warship so dont try to use it aginst the hunter as it will not lock on. This weapon is found in multiplayer, only on Power Struggle.


#9
Crysis Wars Mapping/Modding / Automatic Patch Updating
November 08, 2009, 11:44:48 AM
Helpful Tip: I see many people still install patches manually but with the most recent patch(1.5) Crysis Wars can now be updated from the vanilla install to 1.5 automatically by configuring automatic updates which can be done through the final screen of the install when first installing crysis.
#10
Crysis Wars Videos / Blake's Gameplay Videos
November 07, 2009, 08:42:20 AM
video gone
#11
Crysis Wars Mapping/Modding / Crysis Wars Map Assets
November 06, 2009, 06:51:31 PM
Here i will post all assets that i've made for clan members to use freely in their maps! If you see something you like, contact me and i will send you it. These are not to be released for any reason and i expect no .cry files to be included with the released map.


Boxing ring:




Tower:




More to come!
#12
                                                                            Adding visual effects to a teleport.
In order for these instructions to make sense, use this flowgraph as a template.

And

And

And

After your flowgraph looks exactly like the one above, modify it by doing this:

Porta A erea: [leave] -> A logic close
Gate B: [out] -> A logic close
Porta B erea: [leave] -> closed logic B
Gate A: [out] -> closed logic B

And then:
- 2 - Teleportation

1) We need two "entity: getPos" that you assigned to your areatrigger.
Connect the "out" of the gate on a "Get" areatriggerB (teleport worm B), and "out" of the gate B on "Get" areatriggerA (teleporteB worm).



2) And add the node to teleport located in "Entity" -> BeamEntity.
It also adds a "localPlayer" two "Logic: Any" and "delay".
Connect the "Pos" two "getPos" on one of logic (it will be the new position to give the player)
Connect the "Out" both A and Gate B on the other logic (it will trigger our teleportation or beam)
Then, you need to start by  making two Any Logic, one for home effects and one for the reset effect. Both are needed in this case. Use this below as a guide:

1.)A link on the home Effect:
A Porta-area [Enter]
Porta-B area [Enter]

A link to reset Effect:
Open-TimeDelay Beam To B [Out]
A closed-Logic [Out]
Beam-TimeDelay To Open A [Out]
Closed B-Logic [Out]

2.) Next create a loop to repeat (delay = 0.1) with a gate to allow the reset
Start effect on [open] the gate, and reset to [close], then the gate (1 = Closed).



3.) Then there is a meter that has a pulse input for 100ms every 3s where it will be need to be reset.
Connect the "Out of the loop on any [in] the" counter ", and [out] to reset the logic on [Reset] the counter.
I will only be using three visual effects but the sky's the limit!

Adding Audio

All you have to do to add an audio affect is add a play sound, connect the [Play] with any logic Beam, and with the input entity localplayer, choose a sound. Sorry no pics for this part. Sorry if this isnt perfect, you do need prior flowgraph knowledge!
#13
Crysis Wars Mapping/Modding / Creating a teleport
November 06, 2009, 05:53:41 PM
This ones for Cloud:  8)

                                                                           How To Create a Teleport


1.Go to view and open your rollup bar.
2.Go to the ai tab then aitagpoint. Make sure that align to terrain is selected. Place the point where you want your teleport to be.
3.Then go to the misc tab, entity, trigger, and select a proximity trigger. Place the box around your tagpoint and adjust accordingly.
4. Then you need some sort of a visual. this can be anything from a door to a basket etc. This will give the effect that they teleported through that object.
5. Place the selected object within the proximity point's boundaries.
6.Open flowgraph. File, new.
6. Right click on the gray space where your flowgraph will go.
7.Go to add node, entity, getpos.
8. Now go back to your level where the proximity trigger is, click on it  and then go back to your flowgraph.
9. Right click, add selected entity.
10.Right click again, add node, entity ,beam entity.
11.Right click, add node, game, localplayer.
12.Arrange the boxes so that there is ample space between them.
13.Click entity id, drag the arrow to input entity.
14.Click enter and drag that arrow to beam.
15.Drag pos from the Entity:getpos to the option under beam, i believe its position, not quite sure.
16.Drag rotate from the Entity:getpos box to rotation.
17.Drag scale from the Entity:getpos to scale.
18.Once again, drag the flowgraph box away so that you are able to see your tagpoint in your level, click the tagpoint and right click your entity:getpos box and assign selected entity.
19.Now  go to file, save, name it teleport.xml and you're good to go!

    Any questions, just shoot me a pm or catch me on xfire. ill post a video to go along with this guide once i get home.  O0
#14
Crysis Wars Mapping/Modding / 3d Modeling
November 04, 2009, 03:58:28 PM
If anyone needs any assets made for their map such as a tv, buildings, etc. Give me a shout and ill see what i can do!  O0
#15
Crysis Wars Mapping/Modding / Starting the editor
November 02, 2009, 03:28:25 PM
Just a tip, when starting the editor make sure to run it in administrator mode or else you may get the following message ".....directory does not exist" when trying to start a new map. This is easily fixed by simply running sandbox 2 in administrator mode.