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Webwing

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Posts posted by Webwing

  1. Originally posted by Pandur:

    @Webwing

    i just read your post containing the spoiler section. i didnt destroyed the car and no airstrike came.

    also are the reinforcements just 2 sqads!? i mean i didnt got em but when you lose 50% of your guys i think 2 sqads wont help than anymore when they areive at the scene.

    maybe change 35T for a PzIII !?

    dunno just a suggestion ;)

    Wow!!! Fantastic post!!! Thanks! :D

    As for the airstrike, I thought I had that fixed! I must confess I spent so much time with this mission that at some point I got sick of looking at it! :rolleyes:

    But I'll check it out when I get the chance to see what's going on.

    -

  2. I think if we could create some generic functions or classes to do some common stuff, that would reduce and simplify scripting quite a bit.

    Oudy's code snipets are already a good help.

    But I don't see TOW editor ever getting as intuitive as CM editor is, with the ability to change terrain and all. Maybe TOW2? smile.gif

    -

  3. Originally posted by Oudy:

    By the way sorry Webwing for hijacking this thread. It would be nice if we had a scripting forum or at least a sticky for scripting.

    Again, sorry

    Oudy

    :D:D:D

    We need a forum just for the Editors (Mission and upcoming Map Editor).

    Oudy, you know a lot about the editor and your posts here will sure help people out. Your contribution is very important here.

    I'm just not sure this thread is the best place to talk about advanced scripting. The idea here is for more basic stuff for people that are not familiar with scripting.

    This kind of scripting issues are very interesting but might scare a lot of people when the idea is exactly the opposite.

    -

  4. I'm a bit busy right now to try this but as far as I can remember ReinforcementDestroy did not work well for me either. Like you said it only seems to work for the ones that were sleeping in the first place.

    Now I'm also curious... Wonder what others have to say.

    Manx,

    Have you been successful with this?

    SlapHappy,

    Have you tried the ObjectChangePosition and ChangeArmy command solution? Should work fine for your needs.

    --

  5. Originally posted by ShiftZ:

    Salute Webwing!!

    ..Before they shut the lights on ToW my goal is a complete conversion of this game to modern warfare as it may have happend in 1982. Of course massive re skinning and math will have to be done but it can be done...

    Great idea! But I don't expect them shutting the lights any time soon. :D

    Originally posted by M.R.Maiornikov:

    Thank you very much for those amazing tutorials

    Thanks. Hope they really help you get started.

    --

  6. Originally posted by Androo:

    Sorry Webwing, I thought it was probably me- didn't mean to hassle you about this! :cool:

    No hassle!!! smile.gif

    Hope you find the answers you're looking for in the videos.

    Originally posted by pad152 :

    Webwing

    Can you tell us how to create the map for the mission briefing sceen!

    Thanks

    I did it in a sort of complicated way.

    I'm close to finding an easier way to doing this. A lot of people ask that.

    I have a felling it will be the topic of the next video. ;)

    --

  7. Originally posted by SlapHappy:

    Webwing

    I have a question. In many board games it is necessary to "exit" units from the field of play to receive points towards victory conditions. Is it possible to simulate this in TOW? Could one possibly create a rect that once a unit entered it, it is removed from the game and some victory condition is updated. So, if say, three trucks are exited this way, it triggers a win for the player?

    I see that there is a RemoveFromGroup statement, but my suspicion is that this does not remove the unit from the field of play, but rather moves it from some exisiting grouped state. I realize you could definitely do this by just having a set number of units be present in a rect, but then their continued presence would not achieve the desired effect as they can be shot at or shoot at enemy units. What is desired is that they no longer exist in the field of play.

    Any comments?

    I don't see why this would not be possible.

    It would be ideal to have a command to make the unit change to sleep mode. If there is a command to make it "wake up" there might be an undocumented one that does just that.

    But with what I know:

    I'd use ObjectChangePosition and ChangeArmy command. Create an army. Make it neutral. Create a point outside the Territory area as close to the outside border of the map as possible.

    As soon as units get into the area you specify they will be changed to the neutral army and transfered to the point outside the map with hold command orders.

    That should work. Haven't tried it though! Yet!! :D

    Others might have a better idea...

    -

  8. Originally posted by Androo:

    I managed to get #5 last night, but now #6 won't d/l. :rolleyes:smile.gif

    Rapidshare seems pretty reliable... 12 downloads in the last couple of hours since I uploaded it.

    I checked and the link is working fine.

    Unfortunatly its 28M and my mailbox won't work with that kind of file, else I'd just send it to you. Just need to be a bit patient, sorry.

    --

  9. Originally posted by rune:

    Webwing,

    Been up to my neck with CMSF, first time I saw this thread. Wanted to say great job and thanks for doing this for the fans of the game! Excellent job!

    Rune

    Hey Rune, thanks!

    I can imagine how busy you guys are... only two months to go! Looking forward to see the results of your hard work! :D

  10. Originally posted by Androo:

    1 - 3 are great, but the links for 4 and 5 seem to be down. Or is it just me?

    And 5 is the one I really need- dang it!

    Anyway, thank you for your efforts Webwing!

    Thanks! smile.gif

    I don't know what happens to these sites sometimes. But since they host the files for free I'm not so sure I have the right to complain. :rolleyes:

    Moved them all to rapidshare. They all seem to be working last I checked.

    If you are still having trouble downloading please send me an email.

  11. Originally posted by pad152:

    Tutorial 5 Trigger? If unit 43, the one used to test the distances is killed the other units would never hold & defdned correct?

    Could is be changed as:

    SET @dist = Distance(UNIT, 43,POINT, "defend1")

    SET @dist2 = Distance(UNIT, 44, POINT, "defend1")

    if ( @dist < 10 or @dist2 < 10) Then

    .

    .

    .

    ENDIF

    Exactly!

    If you chose the number of the detachment unit instead of an specific soldier they will probably count the first one to arrive. Might be an option too.

    The enemy units in this case are really far away from the player so I don't think you need to worry too much.

    But the idea was to show the logic behind it and for you to start playing with variations, exactly like you did!

    Be careful with the spaces in your code. Click on the little green icon on the top left corner. This will turn syntax errors red.

    SET @dist2 = Distance(UNIT, 44, POINT, "defend1")

    This would give an error.

    You need spaces between words and simbols, like this:

    SET @dist2 = Distance ( UNIT , 44 , POINT , "defend1" )

    --

    -

    [ May 23, 2007, 03:37 PM: Message edited by: Webwing ]

  12. Originally posted by War RaVeN:

    Webwing,

    Thank you again for this very helpful tutorial. Your great input is the basis for building up a strong community like we have for CMBO, CMBB and CMAK.

    Looking forward to the next one...... AirSupport, ArtSupport, MortarSupport and mines?

    And yes, it make me curious to try out some things myself, but

    failed again with the airsupport redface.gif I overlook something....

    Regards,

    War Raven.

    Thanks WarRaven,

    I wish I got some feedback from this last tutorial. Not sure if I got the point across, for people with no previous knowledge of code.

    I will wait for the patch before I do the next tutorial. Apparently there will be waypoints and some other changes that might affect the editor as well. I don't want to do something that will be redundant in a weeks time.

  13. Originally posted by Topo:

    </font><blockquote>quote:</font><hr /> I read somewhere (I think it was Moon who wrote it) that they were working in some kind of ingame LOS tool to check lines of sight of the units in the map. I guess that something as the LOS line in Close Combat or Combat Mission. Is there any news on this?

    I'm very interested in this feature, I think any Tactical Game needs it.

    agree. </font>
  14. To be honest I don't think it is a good idea to have more units.

    I used to think it was. I wanted to see massive battles.

    The thing is that the nature of this game requires that for you to be successful you need to do quite a bit of micromanaging. Part of the fun of playing it.

    With so many troops around it gets almost impossible and to a certain point boring.

    Also, right now the game already requires A LOT of CPU power. If you add bigger maps they at least are going to take more RAM. Add more units and where is it going to find the CPU to run this beast? Honestly I don't think it is viable unless 1C finds a way of optimizing the code.

    There is always all those "what if" questions. Funny thing is, suppose you wanna do it. Where do you stop. How many troops? 500? 1000? How big the map 10k X 10k ? Bigger?

    Someone will always be wondering about something bigger!!! :D

    I know I do!!!!! :rolleyes:

    --

    [ May 22, 2007, 07:46 AM: Message edited by: Webwing ]

  15. Originally posted by Nikki Mond:

    Great tutorials. But We need another one to make our enemy units do something and move. I can walk right up to them and they don't react. Well I look forward to learning how to move enemy units and make them fight.

    This was never meant to be a complete mission! It will take a few more tutorials for you to have one. The first tutorial is the basic set up.

    I'll probably use your suggestion and make the next one about moving units around and changing firing modes, etc.

    Originally posted by Nikki Mond:

    Also I cannot cut and paste within the trigger editor? I tried copyng some trigger code but there is no copy/paste.

    Ctrl + C and Ctrl + V don't work for you????

    One usefull thing you can do is open two instances of the Editor. In one you open your mission. In the other you open another finished mission. This way you can copy the code of one to the other.

    --

  16. Originally posted by DeLaVega:

    Webwing, yes, with the neutral and enemy armies I understand. Actually, they are only friendlies shooting at each other in the video. ;)

    Next time I will put them in Army 2 and 3 and if no placeholders are needed and they still stand where I put them in the editor, I will make a documentary about you, how you make the tutorials. ;)

    About the camera movement: What you said about pre-arranging the cam sounds reasonable, but since there`s no replay feature, I think you still need to be flexible on the battlefield and pay attention where something is about to happen. :)

    Therefore I think I still have to imitate fluent cam movements with the mouse. If you know in advance that this particular tank will explode it would be fun to arrange the cam with a script. But arranging it and then try several times just to wait for an explosion is very time consuming. But I appreciate your suggestion!

    The problem is the quality level of your movies and the precision that you require. There is no easy way to achieve this as you know. But that's your own fault for being such a prefectionist. :D

    Anyway I'm sending you a file with some cinematic commands and my comments on them. They still might be of some use to you. ;)

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