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Gnasher

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Posts posted by Gnasher

  1. 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.

  2. In development! LOL! :D

    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

  3. 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>

  4. 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.

  5. 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 :D

    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>

  6. 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.

    AND to be able to climb over the walls as well!
  7. 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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