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Nikki Mond

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Everything posted by Nikki Mond

  1. as in the pic must be missing a grass texture and minimap tga or mip. All grass is gray. I extracted the Ponri map and renamed it. [ February 05, 2008, 06:28 PM: Message edited by: Nikki Mond ]
  2. Its possible to piece together battle trenches or even little 1 man fox holes out of the ends. Still looks too obvious, and should be part of the fog of war. But they serve a purpose.
  3. I did not see any leaf-less trees in the map editor. Contributes to the park-land effect. Need a few dead trees, to mix it up especially when using the full foliage autumn trees.
  4. Thanks, the preset problem. Checked the manual and I couldn't find anything about getting the presets displayed after delete them. Although deleting unrequired trees during a session is mentioned. I didn't expect them to stay deleted after the program is reopened .There must be a way to get em back.
  5. I deleted the stock tree presets while working on one map thinking the presets would be there. When I reopened the map editor to work on another map the presets are gone.Can I get them back? Also how does one save a map under another name?
  6. Can a specific unit be given this command or is it the whole army. I'm thinkin army. Has anybody used this? Does it interfere with other triggers, as in does it pull units away from their triggers to perform recon. Or does it select idle units?
  7. Did some more testing and isolated whatever problem to the very first Loop. Probably thecreate rectbyobject command. Remmed out all the other stuff and sure enough the german units make a B line for the opposite corner of the map? This occurs ontime when the pak is occupied by the brits. But why is the unit rect not being chased? I'm pretty sure this worked before the uber. code: -------------------------------------------------------------------------------- Label Hambush CreateRectByObject ( RECT , "pak" , 50 , UNIT , 47 , Artillery , 50 , OK_WEAPON , Not_Empty ) Delay ( 1000 ) //created rect around pac called pak Set @gun = GetNUnitsInArea ( ARMY , 1 , Artillery , "pak" , OK_WEAPON , Not_Empty ) //trigger the germans to start moving when the cannon is occupied IF @gun > 0 THEN Delay ( 2000 ) SetWorkArmy ( ARMY , 2 ) Delay ( 15000 ) // in 15 secs gp 14 a sdk7 and gp 17 a bmw head towards the pak RunCommand ( GROUP , "Group14" , MOVE , RECT , "pak" ) Delay ( 1000 ) RunCommand ( GROUP , "Group17" , Attack , RECT , "pak" ) Delay ( 2000 ) ELSE Goto Hambush [ January 31, 2008, 02:15 PM: Message edited by: Nikki Mond ]
  8. I am having a big create rect by object problem I want a pak, once it is occupied by my brits to be approached by 2 german units. So I created a rect around the pak. The problem is when I move the pak, the units just head straight off the map. The dismount does work but the units dont follow as the rect moves. </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> Delay ( 1000 ) Label Hambush CreateRectByObject ( RECT , "pak" , 50 , UNIT , 47 , Artillery , 50 , OK_WEAPON , Not_Empty ) Delay ( 1000 ) //created rect around pac called pak Set @gun = GetNUnitsInArea ( ARMY , 1 , Artillery , "pak" , OK_WEAPON , Not_Empty ) //trigger the germans to start moving when the cannon is occupied IF @gun > 0 THEN Delay ( 2000 ) SetWorkArmy ( ARMY , 2 ) Delay ( 15000 ) // in 15 secs gp 14 a sdk7 and gp 17 a bmw head towards the pak RunCommand ( GROUP , "Group14" , MOVE , RECT , "pak" ) Delay ( 1000 ) RunCommand ( GROUP , "Group17" , Attack , RECT , "pak" ) Delay ( 2000 ) ELSE Goto Hambush ENDIF LABEL Begin Set @dist = Distance ( UNIT , 68 , UNIT , 47 ) // at 200m the sdk7 dismounts soldiers to storm the pack IF ( @dist < 200 ) Then SetWorkArmy ( Army , 2 ) RunCommand ( UNIT , 68 , OUT_CREW , Passenger ) Delay ( 5000 ) RunCommand ( GROUP , "Group15" , Storm , RECT , "pak" ) Delay ( 5000 ) RunCommand ( Group , "Group14" , Move , Point , "Point_7" ) ELSE // after the dismount the sdk7 peels off to point 10 and the driver gets out Goto Begin ENDIF Label Road SetWorkArmy ( Army , 2 ) Set @dst = Distance ( UNIT , 68 , POINT , "Point_7" ) If @dst < 20 Then RunCommand ( Group , "Group14" , Move , Point , "Point_10" ) ELSE GOTO Road Endif Label Dmount SetWorkArmy ( Army , 2 ) Set @dst2 = Distance ( UNIT , 68 , POINT , "Point_10" ) If @dst2 < 20 Then RunCommand ( UNIT , 68 , OUT_CREW , All ) ELSE GOTO Dmount ENDIF Halt </pre>
  9. After the patch I noticed my latest single player scenario mod description is no longer there. it just says new mission in the game menu. So I go into the campaign editor, add the description info and the SID, dir name etc, save. Open up the campaign editor and the mission is blank again. Ingame has missing tag? Checked properties and read only is not invoked, and the directory path is correct. [ January 30, 2008, 03:11 PM: Message edited by: Nikki Mond ]
  10. Have you tried referencing the unit as a group. Group , "group_x" I noticed some commands only work with a unit identifier, and others look for a group. (Probably due to the machine code BX vs DX registers)
  11. I would agree if I could get my MG's to act as a support/area denial weapon, but I can't because they're not currently modelled that way. </font>
  12. Yea infantry on infantry, the exposed attacking troops die as soon as they move into somebodies LOS. There is one sort of tactic I use with my LMG gunner or HMG. Use Area fire as opposed to using the direct target. Especially if you are facing enemy infantry that keep popping up and down. An MG 42 can score alot of hits on an enemy that is out of view but sighted. It takes a little bit of micro management for 1 kill tho. Same with grenades. Area target grenades will allow you to throw over walls. But targeted fire won't.
  13. Well I tried to beat the patch but didn't make it. Anyways I made a new scenario. Very beer and pretzilly. Quite gamey. You command a path finder platoon during Market Garden and tasked to knock out a flak battery to win. Remind you of any other games? Not so easy. Lots of obstacles and easter eggs to get through first. All your squadies are talented and can operate or drive anything they get their hands on. And I named it....Company of Heroes, oh the irony If you like commandos type games you will have fun. Download from CMMODS link [ January 28, 2008, 08:20 PM: Message edited by: Nikki Mond ]
  14. Simply, 2 problems 1. the mission will not end when all of my guys, in army 1 are dead. and 2. Send messages don't show up. Below is an example of my lose game code. Nothing is wrong with it as I used it in other scenarios I made. SO what could be wrong? Yes the trigger is invoked and attached right from the init trigger. </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">SetWorkArmy ( Army , 1 ) Set @Troops = GetNUnits ( Army , 1 , All , Not_Empty , No_panic , OK_Engine , OK_Weapon ) Label Hoop IF ( @Troops < 1 ) THEN Delay ( 1500 ) MissionFail ( Activate ) ELSE GOTO Hoop ENDIF Halt </pre>
  15. Well if you want something added to the scenario I can give you a modded one. The link below is a modded mission.xml file for the dunkirk battle. It adds an extra 38T, an infantry squad and +1 barrage. This should give a slight edge, yet not overpower the campaign. its just a little 15kb file... Link to modded dunkirk mission xml file Simply unzip the mission.xml file into the: C:\Program Files\Battlefront\Theatre of War\Missions\GERMANY\G002_Dunkirque folder. Wayyy back I had to do this on another german scenario. The German Campaign is really hard compared to the russian.
  16. I just replayed this again to get my bearings and won on middle difficulty. OK the french charge a squad forward right away. Dont move your infantry too far forward and take out the charge. Keep your tanks back in the dead ground. Next move half your tanks to the left flank but only infront of the rear bridges. Cause you know french guns are waiting to snipe.. Spread your infantry and have them crawl up to the first tree line. Take out any guns with infantry. Rememer all your tanks are back still. The french tanks are forward now where the french field guns are. I never had much luck with arty but you can barrage any french field guns if you want. Now creep your left flank tanks into range of the 2 or so forward french tanks, hopfully the french guns are empty now thanks to your infants. Then move your remaining tanks behind the infantry. Your 20mm at the turrets should stun the french tanks. While your Czeck 35 tanks can pound them. Resist the urge to expose your infantry. Taking over the french guns will be suicidal now. But do have your infantry ping the tanks and a few run to grenade the tanks. Once the forward french tanks are gone you'll be fighting alot of enemy guns and tanks across the river. They got better range on you. Reinforcements will arrive . Use a barrage across the river. Reinforcements are plenty. 2 pz3 and 2 pz 4c with 3 squads and 3 37mm at. Use crews to field the enemy guns now. Place reinforements on the left high ground. And mass 3 on 1 attacks on each field gun first. Then tanks. Remember to always take out the field guns before the tanks. [ January 26, 2008, 06:10 AM: Message edited by: Nikki Mond ]
  17. Since we are playing " Where is" Where is the marder? These were alot more plentiful than some of the in game tanks. Gotta do something with all those captured russian 76.2mm guns.
  18. Which type of mod? scenarios I assume. Unzip it. I usually unzip to my desk top, easier to see. You should see a folder with the new scenario name. Cut and paste, or whatever method you use, but plunk that folder into the single missions folder in the theatre of war directory as pathed below. C:\Program Files\Battlefront\Theatre of War\Missions\SINGLE_MISSIONS
  19. I want to give the troops all a driver skill so they can hop into things and drive in this particular scenario. Under skills it is set to -1. Will changing this -1 to a positive integer give the skill? [ January 19, 2008, 07:49 PM: Message edited by: Nikki Mond ]
  20. Well this could be faked. Just have grenades ignore the wall. Pass right through. To the player it would appear correct. Is there a tag value for objects or tiles where this could be enabled? probably at low level code but still easy to do for the devs.
  21. Nades seldom make it over walls which is highly unrealistic considering it takes little skill to throw a nade over a wall. Seems pretty natural. Even if the animation put the soldier into a kneel for the throw. Anyways has this ever been considered for a fix?
  22. Here's an example. Basically go to the last 4 lines to get the mission win button to activate. But it must be invoked by a trigger such as GetNunits for ARMY 2 being less than 1 then mission win activate. </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> USTroops = GetNUnits ( Army , 2 , HUMAN , NO_Panic ) Set @USAcar = GetNunits ( Army , 2 , ARMOREDCAR , OK_WEAPON , OK_ENGINE , NOT_EMPTY ) Set @SPG = GetNunits ( Army , 2 , SPG , OK_WEAPON , NOT_EMPTY ) SET @ARTY = GetNUnits ( Army , 2 , ARTILLERY , OK_WEAPON , NOT_EMPTY ) //all this is setting variables for the number of enemy troops, cars, artillery IF ( @USTroops < 8 ) "AND" ( @USAcar < 1 ) "AND" ( @SPG < 1 ) "AND" ( @ARTY < 1 ) THEN // above uses getnunits to count the varibles and compares it to the values above, so less than 8 humans, and 0 tanks, 0 guns, 0 cars then go to the label cond... GOTO Cond ELSE GOTO Begin ENDIF LABEL Cond //cond before declaring the mission won based on above checks to see if germans entererd a target rec, by using getnunitsINarea. They did NOW mission win. SetWorkArmy ( Army , 1 ) Set @GEUnits = GetNunitsInArea ( Army , 1 , All , "Rect_7" ) IF ( @GEUnits > 0 ) THEN GOTO Win ELSE Goto Begin ENDIF LABEL Win Delay ( 12000 ) MissionWinButton ( "ACTIVATE" ) MissionWin ( ) Halt </pre>
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