Jump to content

Search the Community

Showing results for tags 'editor'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • CM2
    • Combat Mission - General Discussion
    • Combat Mission Shock Force 2
    • Combat Mission Final Blitzkrieg
    • Combat Mission Black Sea
    • Combat Mission Red Thunder
    • Combat Mission Fortress Italy
    • Combat Mission Battle for Normandy
    • Combat Mission Shock Force 1
    • Combat Mission Afghanistan
    • Combat Mission: Touch (iOS / Android)
    • Combat Mission 2 Archives
  • CM1
    • Combat Mission Campaigns
    • Combat Mission: Afrika Korps
    • Combat Mission: Barbarossa to Berlin
    • Combat Mission: Beyond Overlord
  • Repository Updates
  • Strategic Command
    • Strategic Command - World War 1: The Great War 1914-1918
    • Strategic Command - Assault on Communism
    • Strategic Command - Assault on Democracy
    • Strategic Command - GLOBAL CONFLICT
    • Strategic Command - PACIFIC THEATER
    • Strategic Command 2 Blitzkrieg and Weapons and Warfare
    • Strategic Command 1
    • StratCom Design Challenge
  • TacOps
    • TacOps 4
  • General Discussion Forum
    • General Discussion Forum
  • Opponent Finder Forums
  • Archives
    • CM Archives
    • T-72: Balkans on Fire!
    • Dan Verssen Games
    • Theatre of War
    • DropTeam
    • Assault Wave
    • Empires of Steel
    • PT Boats

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location:


Interests


Biography


Location


Interests


Occupation

Found 13 results

  1. MOS:96B2P

    CMSF2 Editor

    If possible it would be really helpful to have the four-way wall/fence intersection included in the CMSF2 editor. For MOUT scenarios especially since so many of the buildings in that part of the world have walls around them. In CMSF1 scenario designers end up making some strange looking wall layouts as a work around to not having this tile. The other tiles would also be nice but the four-way wall intersection would make urban design much easier & realistic. If not now maybe in a future pack................
  2. Below are the results of some experimenting with Unit Spot Objectives. The experimenting was done in CMBS v2.1 Engine 4. Hot seat. CM Engine Manual v4.0 page 88. Observations: Individual troops within a team are counted for spot VPs. When dismounted a driver is counted separately from a vehicle for spot VPs. The editor will allow you to assign fortifications as unit objectives however fortifications will not be counted as unit spot objectives in the game. Units that are spot objectives are not required to use exit zones but they may. A unit cannot be both a spot objective and a destroy objective however you can have a mix of spot and destroy unit objectives in the same scenario. When a side (RedFor or BluFor) has an exit zone all units that are destroy/destroy all objectives, that belong to that side, must exit or they earn points for the OpFor. Tentative contacts do not count as "spotted" for a spot unit objective. Only confirmed contacts count. EDIT TO ADD: The player will not be notified in game that he spotted a spot unit objective. The AAR screen is the only place where the results of a spot unit objective will be found. EDIT TO ADD: Another useful link. http://community.battlefront.com/topic/121775-cmrt-campaign-kampfgruppe-von-schroif/?do=findComment&comment=1727393 1st Test Description: Ten Igla S teams (one troop each) were made unit spot objectives [U7] worth 100 points total. A RedFor exit was available. None of the RedFor Igla teams exited. Four of the teams were spotted by a BluFor scout team. Cease fire was hit. Results: BluFor earned 40 points. 2nd Test Description: Ten Igla S teams were made unit spot objectives [U7] worth 100 points total. A RedFor exit was available. Four of the RedFor Igla teams exited. Six of the teams were spotted by a BluFor scout team. Cease fire was hit. Results: BluFor earned 60 points. 3rd Test Description: Ten Igla S teams were made unit spot objectives [U7] worth 100 points total. Three RedFor trucks were made spot objectives [U6] worth 20 points total. A RedFor exit was available. None of the RedFor Igla teams or trucks exited. The three trucks and two of the Igla teams were spotted by a BluFor scout team. Cease fire was hit. Result: BluFor earned 20 points for the Igla teams and 20 points for the trucks. 4th Test Description: Ten Igla S teams were made unit spot objectives [U7] worth 100 points total. Three RedFor trucks were made spot objectives [U6] worth 20 points total. A RedFor exit was available. None of the RedFor Igla teams or trucks exited. Two trucks and five Igla teams were spotted by a BluFor scout team. Cease fire was hit. Result: BluFor earned 50 points for the Igla teams and 13 points for the trucks. 5th Test Description: Seven Igla S teams and one 3 man scout team were made unit spot objectives [U7] worth 100 points total. A RedFor exit was available. None of the RedFor teams exited. One Igla team and all three troops of the scout team were spotted by a BluFor scout team. Cease fire was hit. Result: BluFor earned 40 points for the Igla / scout team. 6th Test Description: Three RedFor trucks were made spot objectives [U6] worth 20 points total. A RedFor exit was available. After driving the truck into view of BluFor the truck driver dismounted. None of the RedFor teams exited. The truck and truck driver were spotted by a BluFor scout team. Cease fire was hit. Result: BluFor earned 6 points for the truck. 7th Test Description: Three RedFor trucks were made spot objectives [U6] worth 20 points total. A RedFor exit was available. A dismounted truck driver walked into view of BluFor. None of the RedFor trucks/teams exited. The truck driver was spotted by a BluFor scout team. Cease fire was hit. Result: BluFor earned 3 points. 8th Test Description: RedFor foxholes were made spot objectives [U3] worth 20 points total. The foxholes were spotted & physically occupied by a BluFor scout team. Cease fire was hit. Results: BluFor earned 0 points. Unit Objective “Foxholes” [U3] was not displayed on the AAR screen. EDIT to add another test. 9th Test Description: One Igla-S team was made a spot objective [U7] worth 100 points total. A RedFor exit was available. The RedFor Igla team did not exit. A BluFor scout team received a tentative contact for the Igla team. Cease fire was hit. Result: BluFor earned 0 points.
  3. There is a new version of CMUU at https://www.dropbox.com/sh/ibiai1l1j5ssvo6/AAANU6X88kL7ANVuJslM0tTCa?dl=0 These are the major changes: Combat Mission Universal Utility Help You use this tool at your own responsibility. To prevent irreversible lost of data save all game files befor use! With the help of CMUU you can modify the campaign files, change the scenario sequence, add and delete scenarios (battles) and change some scenario preferences. Further features will be installed later. The scenario files (.btt) cannto be edited by the tool at the moment because there are some encoded data blocks. Thats why CMUU unpacks all scenario files (.btt) in a subfolder of the campaign folder called 'CM' after start. You can edit theese files using the editor included in the CM executable. After ending this editing process you should return to CMUU and 'Save' the campaign. Edit the campaign properties using the right property window. You can select a single .btt file outside CMUU and Copy it to the clipboard. Then you can paste it into CMUU. You can open multiple campaign files at the same time and copy/paste it between the campaigns. It's also possible to create a campaign script from the currently loaded campaign. To do this use the toolbar button 'Make Campaign Script'. To load scenario .btt files doesn't make sense at the moment for the reasons mentioned above. New in Version 1.0.3.0 Removed a lot of bugs. Now scenario files can be loaded. Some properties like description, title, images can be edited or replaced. The file tree at the left panel is now working. Campaign images can be replaced and edited. There is a context menu at every image window. The images will be reloaded after saving in the image editor of your choice. Scenarios within a campaign can be deleted, exchanged and added. Drag and drop works within the application window and from the explorer and vice versa. So you may easily extract scenarios from a campaign by dragging it in a explorer window. If you edit a scenario file extracted into 'CMUUTemporary' with CM builtin editor it will be reloaded after saving. Best regards and send me your wishes Steinfisch Mail to mumumba@gmx.de CMM uses CMx2 ScAnCaDe sources by Mad Mike Steinfisch
  4. Hello! I just made a scenario really quick and it opened fine ingame, but when I try to open it in the editor again it crashes... I tried to set compatability mode to windows service pack 2 and also open as administrator.. Anyone knows what the problem is ? (I installed the expansions in separate directories, not inside the maingame folder, not sure if that's how it should be done) I tried to create a new scenario and switch it back from counters mode to sprites and then open the scenario again, but then I got this, and after that message a cmd window appeared togheter with 2-3 error messages and then it shut down...
  5. General Jack Ripper

    Scenario Editor Question

    I'm trying to build a firing range for more TTP videos, and I want to place a bunch of empty vehicles as targets. I purchase a bunch of vehicles, but if I set vehicle status to 'Dismounted' I receive no vehicles. If I set them to 'Immobilized' they are deployable, but they shoot at anything trying to shoot them. If I set them to 'Destroyed', they exist, but units refuse to target and shoot them. Is there a way to place non-destroyed empty vehicles as static targets? Or is there some other method to place vehicles as static targets?
  6. Hi All, Just uploaded a new mod, minimalist version of the editor. http://cmmodsiii.greenasjade.net/?p=2770 Its pretty clean and clear; I'm very happy with it. Primary intention was to strip away a lot of the unnecessary decoration and bordering. Buttons are now very clean and clear, with a simple grey/white/blue/red colour cheme. Almost all functional buttons have been adjusted; now onto the massive task of updating all the individual mapping buttons...ugh. Enjoy. Comments etc welcome. KP
  7. Make your own authentic milestone signs for maps – no more random signs! Package can be downloaded over at CMMODs III http://cmmodsiii.greenasjade.net/?p=2624
  8. Update on my progress with a personal revamp of the CM:BS UI, into a much more modern, minimalist style. Editor UI is almost finished - still need to mod the terrain/unit/building icons and the Force icons for US/UKR/RUS. Game UI is finished, except for the vehicle/weapon profile pics. ------------------------------------------------------------------------ I've always felt the current Ui was terribly cluttered, with far too many borders, curves and generally unnecessary decoration. I know that many people like a UI with character or overt style - I personally don't. I don't care about extruded borders or embbssed, recessed, outlined icons. I just want the information and the commands. Everything else is secondary. This version strips away a LOT of stuff, especially the pronounced borders. I've also shifted to colour palette to a neutral grey / strong black, with white for text and mid blue, strong red for highlighting of selections and buttons. Some things I have no control over, such as the cyan background in the title bar in that first screen shot. Or the end curves forced on the highlighting bars. But all in all, I've managed to change about 90% of the UI. I personally find this version far, far cleaner, clearer and more visually coherent than the current UI, even at this WIP stage. ------------------------------------------------------------------------ Side by Side examples below. INTRO DATA SCREEN UNITS SCREEN AI SCREEN The main game interface is also heavily modded in the same style, although with a black base rather than the light grey for the editor. I used a black base as otherwise there is a displeasing break between the UI and the large black spaces to its left and right - ie. the UI does not scale to the monitor resolution, it simply fills in the difference with black. The command buttons on the right get a different colour for each when highlighted/selected. Doesn't show up in screenies, but its there. I'm in the process of harmonising the weapon/vehicle portraits with the new UI. -------------------------------------------------------------------------------------------------------------
  9. Hi all, I'm in the process of adapting/updating the CMBS UI, primarily to satisfy my own OCD daemons... The purpose is to bring a more modern, flat and clean, google/windows 10 style to the UI. Here is my personal revamp, Stage 1, of the Editor UI. This is only a visual mod, no functionality changes of any kind. Stage 2 will: - Tidy up the borders, - Harmonise text background in menus (which for the life of me I cannot nail down yet), - Harmonise the map buttons with the main editor UI - Redo the help text to clarify various processes. DROPBOX LINK </P> </P>
  10. Is there any demand for some unique files, that replace the dirt road clones in the 2D map editor? Have some at ready, in case these have not been replaced by anybody else. At least I haven´t found anything at GAJ´s yet.
  11. A bit of weirdness with the editor: when I select a COLT team as part of my force and choose the "Dismounted" vehicle status option, no dismount element appears on the map to deploy. Going into the scenario like normal still leads to nothing on the map, although it does allow me to play the mission as if I'd actually had units on the field. Intended?
  12. Hi all, I can't seem to get "Can Trigger" orders to work, specifically the following example: AI Group 2 is supposed to exit its setup zone and secure a farm complex, then wait to advance until AI Group 3 appears on map as reinforcements and begin their advance on a different farm complex. Group 3's second order is set to "Can Trigger," and Group 2's second order has the Group 3, Order 2 trigger listed as "Wait For," and then they have order three, like so: Group 2: Setup (exit between 0:00 and 0:30), Order 2 (wait for Group 3, Order 2, exit between X and Y), Order 3, Order 4, etc. Group 3: Setup (exit between 0:00 and 1:00), Order 2 (Can Trigger, exit between 0:00 and 1:00), Order 3, Order 4, etc. But Group 2 just isn't waiting for Group 3 - rather, whatever time is set as the exit after for Group 2's third order is when they leave to execute order 3. I have tried setting the earliest exit time for Group 2 at 0:00, 5:00 (the earliest Group 3 can appear on map), and 1:00:00, and in each instance that is when Group 2 exits for their third order regardless of what Group 3 is doing or even if they're on map (that is, if Group 2's exit after time is 0:00, Group 2 immediately moves from its second to its third order, regardless of the fact that Group 3, who they are supposed to be waiting on, isn't even on map; same for 5:00. If I set the exit after for Group 2 to 1:00:00, Group 2 sits in its second position until 1:00:00, even if Group 3 has come on map and moved several orders beyond their "Can Trigger" second order). I tried switching the triggered order for Group 2 from the second order to the third order as well (that is, Setup (exit between 0:00 and 0:30), Order 2 (exit between 0:00 and 1:30:00), Order 3 (wait for Group 3, Order 2, exit between X and Y), etc.), but this still resulted in Group 2 just blitzing through its plan. I know with objective triggers I've had success by setting an exit after time of 0:00 and an exit before time of the end of the scenario, with the trigger as the "wait for" condition, but this doesn't seem to be how an orders trigger works. I assume there's an error on my part here somewhere but I've tried just about every variation on the plan I can think of with no change in outcome. The manual doesn't really discuss these triggers; I also tried searching the forums and had no luck. I looked through some of the stock scenarios and couldn't find an example of an Orders trigger being used either. Any tips would be appreciated.
  13. So, as the thread name says My black sea crashes every time I choose Scenario editor or Quick battle from the main menu. I can open battles and campaigns and even start the games on them no problem, but it just crashes on me on these ones. I'll try to find my crashlogs (where are they?) and post them here as they may be of help.
×