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Hubert Cater

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Everything posted by Hubert Cater

  1. Moonslayer, I took a look a few days ago, very nice and neat to see this type of campaign made via SC2
  2. I hope i do not ask a lot but without it or another way to read the dat files exported by the map this Editor and i believe any editor by gamers is bound to fail Not at all and your work is much appreciated
  3. Ok, I think I understand what you are after now... let me see what I might be able to do here
  4. Kuniworth, quite an excellent campaign Few suggestions, if I may, and only wrt the packaging of the MOD: * You can reduce the size of the MOD considerably by removing any unchanged INTERFACE items from the Interface subfolder * If you wanted to create a custom MAIN SCREEN and place that in the Interface folder under v1.05 it will now display once you select the campaign to play * If you only include the changed items lines in the localization.txt file (included in the campaign subfolder) it will enable international players to play the campaign as well Keep up the great work! Hubert
  5. Ah yes the new Axis AI script... I forgot about that one Ok, wrt paratroopers I think then there was more than one issue... the previous one was a problem as I just tested it today and resolved it but I can think of another one based on your description above. I'll see if I can fix that one as well [ November 29, 2006, 08:11 PM: Message edited by: Hubert Cater ]
  6. Fantomas, thanks for the feedback and encouragement. I agree a full Editor to handle scripts would be ideal and something I always wanted yet never had the time for... who knows about down the road though
  7. Steve, based on your screenshot I think I know what might be going on... looks like France might have just surrendered to the Axis AI right? In this case my guess is that the paratroop unit had prepared the previous turn and then decided to execute a drop on London instead of standing down after Paris fell. I've had similar odd behaviour reports from the beta testers on Paratroops but without seeing a turn in action it was unlikely for me to find out what might have been happening, no time for me to play the game myself unfortunately, but based on this I'll see what I can do. Bromley, the jump in Spanish activation might have to do with an Axis unit adjacent to London as I believe there are scripts that cover this possibility as well... could have even been this Axis Paratroop issue causing Spain to join.
  8. Dave G., as JJ mentioned not stupid at all. Once you've loaded the campaign you've selected to play and are in the OPTIONS MENU click on the ADVANCED button. From there click on the SCRIPTS button and you should get a window with all the in game scripts listed. Click on War Entry and you should then see the listed WAR ENTRY script events including the Germany Declares War on the USA event. You can disable this event as well as any other event you like by left clicking on the check box at the far right of the highlighted event. Hope this helps, Hubert
  9. dougman4, unfortunately this is not the type of feature that is easily added in at this stage of the game... but definitely something to consider for down the road
  10. SidiusPOA, great news Contact me directly if you have any specific questions at support@furysoftware.com
  11. boodoggray, I am not sure exactly what issue you are referencing here... can you be a bit more specific?
  12. Hey Major, thanks for the reminder and the good news is that I haven't forgotten... it is still on my list but unfortunately I had to get all the other stuff out of the way first but I will see what I can do for down the road. Hubert
  13. As posted in the Tech Support Thread: Kuniworth, looks like the issue has to do with your inclusion of the entire localization.txt in your Campaign subfolder. Since the French, or German versions are localized differently for folder items such as 'Campagnes' etc., by including the entire English localization.txt it causes problems when attempting to load files. For example, once you click on a campaign to be played, if it is customized and if the customization text does not match up logically, i.e. in your case it then starts to look for files in the 'Campaign' directory not 'Campagnes' and thus causes the problem. Easiest solution is to simply cut out any unchanged text, i.e. only include the text you changed in the 'localiztion.txt' file like unit type names etc. in your Campaign subfolder and this should resolve the issue. Hope this helps, Hubert
  14. Kuniworth, looks like the issue has to do with your inclusion of the entire localization.txt in your Campaign subfolder. Since the French, or German versions are localized differently for folder items such as 'Campagnes' etc., by including the entire English localization.txt it causes problems when attempting to load files. For example, once you click on a campaign to be played, if it is customized and if the customization text does not match up logically, i.e. in your case it then starts to look for files in the 'Campaign' directory not 'Campagnes' and thus causes the problem. Easiest solution is to simply cut out any unchanged text, i.e. only include the text you changed in the 'localiztion.txt' file in your campaign subfolder and this should resolve the issue. Hope this helps, Hubert
  15. I should add that it would be great to see your MOD successfully uploaded as I am sure many would enjoy taking a look including myself
  16. Agreed with Desert Dave it is hard to say exactly what may or may not be an issue without more specifics. Keep in mind that previous AI was often criticized for not doing enough so we tried to put together something that made the game a bit more challenging and/or mimicked human behaviour. Also, the FLEET scripts have FoW in mind so while you can see what the AI is doing with it off it might take some of the fun away and not to mention the surprise
  17. Not sure what the issue might be but perhaps you can try contacting someone over at CMMODS and they might be able to help? Alternatively if you detail what you attempted to do step by step here perhaps someone will see the issue and offer a suggestion?
  18. I can only speak for the default games but in reference to the UK Corps attacking the sub are you sure it is not the case of the Amphibious Transport running into the Sub under FoW and the Sub subsequently attacking the Transport automatically? If not and if you can I would suggest using the F1 key once you are in game. You will notice that it will show 'DEBUGSAVE' in the top left hand corner of the screen letting you know it is properly activated. What this does is create a DEBUGSAVE directory within the original SAVE directory and keep track of each turn played by both you and the AI. Then next time you see what might appear to be odd behaviour simply send me the turn in question and I can take a look to confirm.
  19. Is there any chance we will have in the future a adapted 1.05a version of the very excellent "SC Script Editor v1.01" by ben CG ? (this tool was included in 1.04 patch but unfortunatly, not in 1.05a patch) I too would have loved to have seen an update for this too but I was unfortunately not able to contact BenCG for a possible update. If anyone hears from him don't hesitate to have him contact me if he might still be interested in updating it.
  20. If I understand correctly here not via the Editor in a quick and easy method... unfortunately I think something like this can only be done manually (with the Editor) or with perhaps using the MapGen tool and using the appropriately sized BMP
  21. Great stuff as I am sure many will find this helpful Christos
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