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Gnasher
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Posts posted by Gnasher
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If you take a look inside the existing buildings you can see that the interiors are all modelled & textured. My guess is that they are all ready to go & that a technical issue stopped 1C putting enterable buildings into the 1st release.
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In development! LOL!
I've got a custom dynamic 9 mission campaign 85% finished. It's held up waiting on custom skins which are essential. Unit generation is dynamic which gives replayability but extends dev & testing times extensively.
Also I'm gonna wait for the patch & see how that effects the mods that are used (i.e. JSF & Oudy's vehicles.) before any kind of Beta release
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Does this apply to other mods as well?
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Maybe this can be improved upon for the addon. It's supremely important .... be sure!
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Yes you are right, I've also found that you NEED to extensively test scenarios (especially using my solution) to ensure that your randomised mission is both winnable & loosable.Unfortantely there can be no really true randomised maps. A commander will only place his units as tactics dictates, thus reducing the randomness by necessity. -
I assume that the triggers compile ok.....
Try taking the else out. Add a halt before the endif & then put the goto before the 2nd halt. Also a short delay statement between the ReinforcementLand statements would'nt go amiss & might help. Something like this....
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
Label Begin
SetWorkArmy ( Army , 1 )
Set @numGETroops = GetNUnits ( Army , 1 , HUMAN , No_Panic )
If ( @numGETroops = < 10 ) Then
ReinforcementLand ( Group , "Group12" )
Delay ( 10 )
ReinforcementLand ( Group , "Group13" )
Delay ( 10 )
SendMessage ( "reserv" , 10000 , "Support_Receive" )
halt
ENDIF
Delay ( 60000 )
Goto Begin
Halt </pre>
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That's two of us then! I have a 9 mission British campaign set in Normandy late June/early July, nearly (85%) finished. I really need camo for the SS panzer grenadiers of I & II SS Panzer Corps, who are the opposition.just waiting for Finn's skinsBTW the lighting looks really good
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Couldn't have put it better myself!Originally posted by theBrit:As far as Im concerned all of the AI is scripted..infact I would not even call it AI, just scripting. Hence my desire to finally play MP and get a real challenge.
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It was never a turkey, & it was never CM. ppl cant seem to reconcile these facts!
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Any news FinnN?
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:eek: :cool:
!!!!!!!!!!!!!!!!!!!!!!!!!!
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Also another thing to be bourne in mind at the design stage is unit count.....
If truely random unit generation is implemented it will also cover the number of groups, no? Strikes me that there's a distinct possibility that you could end up with > 250 units onscreen which crashes the game every time without fail. So I'm pretty sure that to be stable you would need to mitigate against this from the initial design stage.
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Yes you probably could but I've not yet got that sophisticated. It would need quite alot of preparation work on things like placeholders & sleeping groups.
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You can randomise units as Oudy says, it does put alot of extra time on the scenario development especially in testing it! I know I've been developing a campaign for the last 6 months
Although a ton more work it is really rewarding to have an unpredictable mission, especially in terms of playability, I have some missions that now have up to 80 different variants (4-5 Infantry x 4-5 Tanks + random air / arty / mortar support). Anyway here's a trigger called gen_attack that randomly generates 4 different attack profiles & gives a good idea of the sort of thing I've got running successfully.
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
Set @num = RND ( ) Set @num = RND ( )
SetWorkArmy ( Army , 2 )
if ( @num <= 30 ) then
ArtSupportChangeState ( 2 , ENABLE )
ArtSupportCall ( 2 , RECT , "final objective" )
Delay ( 50 )
CreateRectByObject ( RECT , "Mortar Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC )
MortarSupportChangeState ( 2 , ENABLE )
MortarSupportCall ( 2 , RECT , "Mortar Rect" )
Delay ( 50 )
ReinforcementLand ( Group , "Group_Panthers" )
Delay ( 5000 )
CreateRectByObject ( RECT , "Panthers Attack Rect" , 100 , ARMY , 1 , TANKS , 2 , NOT_EMPTY , OK_WEAPON , OK_ENGINE )
DamageObject ( GROUP , "Group_Destroyed" , 100 )
Delay ( 3 )
RunCommand ( GROUP , "Group_Panthers" , ATTACK , RECT , "Panthers Attack Rect" )
Delay ( 20000 )
ReinforcementLand ( Group , "Group_Infantry_stugs" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Infantry_stugs" , STORM , RECT , "final objective" )
Delay ( 5 )
ReinforcementLand ( Group , "Group_Flak" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Flak" , STORM , RECT , "final objective" )
halt
endif
if ( @num <= 60 ) then
AviaSupportChangeState ( 2 , BATTLEPLANE , ENABLE )
AviaSupportCall ( 2 , BATTLEPLANE , RECT , "final objective" )
Delay ( 50 )
ArtSupportChangeState ( 2 , ENABLE )
ArtSupportCall ( 2 , RECT , "final objective" )
Delay ( 50 )
CreateRectByObject ( RECT , "Mortar Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC )
Delay ( 5 )
MortarSupportChangeState ( 2 , ENABLE )
Delay ( 5 )
MortarSupportCall ( 2 , RECT , "Mortar Rect" )
Delay ( 50000 )
ReinforcementLand ( Group , "Group_Infantry_stugs" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Infantry_stugs" , STORM , RECT , "final objective" )
Delay ( 25000 )
ReinforcementLand ( Group , "Group_Infantry_SPG" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Infantry_SPG" , STORM , RECT , "final objective" )
Delay ( 5 )
ReinforcementLand ( Group , "Group_attack_tiger" )
Delay ( 5 )
RunCommand ( GROUP , "Group_attack_tiger" , STORM , RECT , "final objective" )
Delay ( 180000 )
AviaSupportChangeState ( 3 , BATTLEPLANE , ENABLE )
Delay ( 5 )
CreateRectByObject ( RECT , "Air Attack Rect" , 100 , ARMY , 1 , ALL , 2 , NOT_EMPTY )
Delay ( 50 )
AviaSupportCall ( 3 , BATTLEPLANE , RECT , "Air Attack Rect" )
halt
endif
if ( @num <= 90 ) then
ArtSupportChangeState ( 2 , ENABLE )
CreateRectByObject ( RECT , "Arty Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC )
Delay ( 5 )
ArtSupportCall ( 2 , RECT , "Arty Rect" )
ReinforcementLand ( Group , "Group_Panthers" )
Delay ( 15000 )
RunCommand ( GROUP , "Group_Panthers" , STORM , RECT , "final objective" )
Delay ( 5 )
ReinforcementLand ( Group , "Group_Infantry_stugs" )
Delay ( 20000 )
RunCommand ( GROUP , "Group_Infantry_stugs" , STORM , RECT , "final objective" )
Delay ( 5 )
ReinforcementLand ( Group , "Group_Infantry_SPG" )
Delay ( 15000 )
RunCommand ( GROUP , "Group_Infantry_SPG" , STORM , RECT , "final objective" )
Delay ( 50000 )
MortarSupportChangeState ( 2 , ENABLE )
MortarSupportCall ( 2 , RECT , "begin2" )
Delay ( 5 )
ReinforcementLand ( Group , "Group_Flak" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Flak" , STORM , RECT , "final objective" )
halt
endif
if ( @num > 90 ) then
AviaSupportChangeState ( 3 , BATTLEPLANE , ENABLE )
CreateRectByObject ( RECT , "Air Attack Rect" , 100 , ARMY , 1 , ALL , 2 , NOT_EMPTY )
Delay ( 5 )
AviaSupportCall ( 3 , BATTLEPLANE , RECT , "Air Attack Rect" )
Delay ( 5000 )
ReinforcementLand ( Group , "Group_Panthers" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Panthers" , ATTACK , RECT , "final objective" )
Delay ( 15000 )
ReinforcementLand ( Group , "Group_Infantry_stugs" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Infantry_stugs" , STORM , RECT , "final objective" )
Delay ( 20000 )
ReinforcementLand ( Group , "Group_Infantry_SPG" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Infantry_SPG" , STORM , RECT , "final objective" )
Delay ( 5000 )
ReinforcementLand ( Group , "Group_attack_tiger" )
Delay ( 5 )
CreateRectByObject ( RECT , "Tiger Attack Rect" , 100 , ARMY , 1 , TANKS , 2 , NOT_EMPTY , OK_WEAPON , OK_ENGINE )
Delay ( 5 )
RunCommand ( GROUP , "Group_attack_tiger" , ATTACK , RECT , "Tiger Attack Rect" )
halt
ArtSupportChangeState ( 2 , ENABLE )
CreateRectByObject ( RECT , "Arty Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC )
Delay ( 5 )
endif
halt</pre>
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Create a string eg: "Reinforcements" in campaign editor.....
in mission trigger use
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> SendMessage ( "Reinforcements" , 10000 ) </pre>
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AND to be able to climb over the walls as well!Originally posted by Stoppelhopser:What would do infantry good would be some lower walls. Not as high as now but about breast high or a bit lower so that you can shoot standing or kneeling from behind and you could have hard cover AND be a small target.
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Viscious Hand to Hand combat (Bayos, knives, spades & rifle butts.)
Flamethrowers
Magnetic Anti Tank Mines
Diggable Slit trenches
Infantry Tank Riders
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Yes, it would be better in terms of game play if only say 30% of hits disabled the gun & for the other 70% of the time accuracy is reduced cumitively by 50% per hit, to similate a hit on the optics of the gunsight. Thus after a few hits in the gun area the crew are either reduced to aiming down the barrel or the gun is eventually disabled. IMO this would work well as a comprimise, & wouldn't stray too far from the realism we've grown to expect from ToW.
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FinnN sent you an email m8
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Thanks for the update FinnN looking forward to seeing your work!
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Any movements on this?
pre mission briefing screen
in Theatre of War Modding Forum
Posted
Nikki
You have to create the briefing text in the campaign section of the editor as well as the pointers to the map files for each of the missions/submissions.
The actual maps you can create using a graphics package (I use PSP). They must be saved as a 512x512 TGA file. Webwing has a good tutorial which got me started, I can confirm his recomendation that your 1st priority is to make a 'clean' version of the map to use as a base for your briefing graphics.