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Stimo

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Everything posted by Stimo

  1. I confirm that only old-fashionned support functions can use Rects as targets.
  2. Hello, I'm back home ! I tryed what you suggested, and supports still doesn't work as I figure it should. Could you help me understand ? Here is a screenshot of the map I use for my tests : http://perso.wanadoo.fr/stimo-online/ToW/202.jpg There's a french infantry group named "Fr_Inf_1", part of army #2, a rect "Rect_Fr_1" where I want it to go, two points : "Point_1" and "Point_2". A german unit (army #1) : a BMW motorcycle known as unit #8. Also a central rect "Rect_1" in which I want arty shells to fall down. Here is the way I set up my supports : http://perso.wanadoo.fr/stimo-online/ToW/203.jpg Now here are my scripts : [init] ChangeFogOfWar ( Disable ) RunTrigger ( "France" ) Halt [France] SetWorkArmy ( Army , 2 ) SupportChangeState ( Army , 2 , enable , All ) SupportCall ( Army , 2 , Rect , "Rect_1" , Recon ) SupportCall ( Army , 2 , Unit , 8 , Artillery ) Halt When I start the game, here is what happens : The plane doesn't come. The shells fall on the german #8 unit. When I replace the recon plane function this way : SupportCall ( Army , 2 , Unit , 8 , Recon ), it comes around the bike. When I change the arty function this way : SupportCall ( Army , 2 , Rect , "Rect_1" , Artillery ), the trigger compiler says : " *** FAILURE *** [sYSTEM] france: Unknown Target type in procedure "SupportCall Army 2 Rect Rect_1 Artillery " " So my questions are : 1) does the SupportCall function really handles Rects as objectType ? 2) what are Timeout and Calldown in the supports settings ? And why is Calldown at least equal to Timeoout +1 ?
  3. Many thanks for your useful answers, friends ! I'm not at home for a couple of days and I'll try it as soon as I'm back. About the moving formation, I suspected it was something this kind. But about the supports, Gnasher, where do those commands ARTsupportcall or AVIAsupportcall come from ? I don't see them in my reference (Trigger manual 2.0) ?
  4. I just can't have those two functions working, I need your help to understand where I'm wrong : in the following trigger, I can use whatever available formation instead of LINETANKHUMAN, the "Fr_Inf_1" group moves to "Point_1" using a complete random formation. SetWorkArmy ( Army , 2 ) SetGroupFormation ( "Fr_Inf_1" , LineTankHuman ) RunCommand ( Group , "Fr_Inf_1" , Move , Point , "Point_1" ) Could you also show me an example of trigger that instantely delivers an arty support on a Rect ? Can you detail the way you set this support's parameters ? Thank you !
  5. I finished it : It only works with a third army because the truck musn't move, and I use the truck driver to place the empty tank at the precise place where the sleeping tank will appear. Here is the script : Label Attendre Set @munitionsHE = EntityCountItems ( Unit , 139 , HE ) If ( @munitionsHE != 0 ) Then Delay ( 3000 ) Goto Attendre Endif Label TestDistance SendMessage ( "Pour ravitailler le B1Bis, il faut l'ammener à moins de 20 m du P107" , 3000 ) Set @Test = Distance ( Unit , 139 , Unit , 155 ) If ( @Test < 25 ) then SendMessage ( "Distance OK ! Ravitaillement en cours - laisser faire !" , 3000 ) Goto MiseEnPlace Else Delay ( 7000 ) Goto TestDistance EndIf Label MiseEnPlace PositionMode ( Unit , 139 , HOLD ) RunCommand ( Unit , 139 , Out_Crew , ALL ) Delay ( 10000 ) PositionMode ( Group , "Main_4" , Free ) BodyMode ( Group , "Main_4" , KNEE ) SetGroupFormation ( "Main_4" , Wedge ) RunCommand ( Group , "Main_4" , Move , Point , "Point_3" ) SetWorkArmy ( ARMY , 3 ) RunCommand ( Unit , 155 , Out_Crew , Crew ) Delay ( 3000 ) RunCommand ( Unit , 156 , In_Crew , Unit , 139 ) Delay ( 20000 ) SetWorkArmy ( ARMY , 1 ) RunCommand ( Group , "Main_4" , Rotate , Point , "Point_1" ) SetWorkArmy ( ARMY , 3 ) Label Placement RunCommand ( Unit , 139 , Move , Point , "Point_1" ) Set @Place = GetNUnitsInArea ( Unit , 139 , Tanks , "Rect_1" ) If @Place = 0 Then Delay ( 5000 ) Goto Placement Endif RunCommand ( Unit , 139 , Rotate , Point , "Point_2" ) Delay ( 10000 ) set @i1 = 0 Label Ravitailleurs RunCommand ( Unit , 139 , Out_Crew , Crew ) RunCommand ( Group , "Group_FR_AI_2" , Move , Point , "Point_4" ) Delay ( 9000 ) RunCommand ( Group , "Group_FR_AI_2" , Move , Point , "Point_6" ) RunCommand ( Unit , 156 , In_Crew , Unit , 155 ) Delay ( 9000 ) Add ( @i1 , 1 ) If ( @i1 < 3 ) Then Goto Ravitailleurs EndIf RunCommand ( Group , "Group_FR_AI_2" , In_Crew , Unit , 155 ) ReinforcementDestroy ( unit , 139 ) ReinforcementLand ( unit , 154 ) SetWorkArmy ( ARMY , 1 ) BodyMode ( Group , "Main_4" , STAY ) RunCommand ( Group , "Main_4" , In_Crew , Unit , 154 ) Delay ( 30000 ) SendMessage ( "Le ravitaillement est terminé !" , 5000 ) Halt
  6. I want to know if there is a simple way to be sure that an unit fully accomplished its last order before the scripts assigns another. I currently use DELAY everywhere in my scripts, but that's not rational. Some orders are impossible to predict how long they will take. Do we have to write tests to check the end of every action ? Is there a better way to proceed ?
  7. I'm working on a tank re-ammo script. For now, it works this way : 1) When ammo count is down to 0, a message advices the player to bring his tank near a specially devoted truck. 2) When the tank is at less than 15 meters from the truck, everything is automated : - it stops and crew bails out - the truck crew moves a few times from truck to tank and back - the empty tank is replaced by the sleeping one that has full ammo - the tank crew gets back in the (new) tank and is now ready to go back to the front This works, but the trick is too obvious : the tanks dispappears then reappears a few meters away. And it only works if the ammo truck doesn't moves from its initial place. I try to have this working anywhere on the map, avoiding the player to see the "tank switching".
  8. I want to have a group spawning at the very location of a unit that could be located anywhere on the map. I currently use a sleeping group that I intend to wake up and instantely move using ObjectChangePosition, that function uses Points, not Rects. Could anyone suggest me another way to proceed ?
  9. Is there a trick that could allow me to create a point during the game at the current location of a unit ? Thank you for your help PS : by the way, the DISTANCE function doesn't handle units, right ?
  10. I just deleted the CONFIG.XML and the SFSExtractor works fine now.
  11. I just want to check if the Filelist.txt currently found on CMMods and dated from June 30, 2007 is the latest version ? And about the SFSExtractor, do I have to manually edit its CONFIG.XML file and change sfsPath and ExtractDir to get it to work on my comp ?
  12. Things are getting clearer, thanks ! I accidentally found a way to link a detachement placeholder to a specific detachement : you just have to arrange your placeholders in reverse order in comparison with your detachements, using MoveUp & MoveDown :
  13. I'm learning about triggers, and I understood the difference between UNITS and PLACEHOLDERS. Using regular placeholders is quite easy, but I just can't understand how detachement placeholders work, for they are in 2 parts : the placeholder itself, and the "humans" placeholders related to it. What is the placeholder itself for ? I need help for example to be able to place a squad this way -using only the Editor, not the Battle Generator - : I set 3 points : A, B & C I want to build a MP Mission in which a squad spawn in a random (A, B or C) place in a line formation. If spawn place is A, the line azimuth is to be 315° If spawn place is B, the line azimuth is to be 0° If spawn place is C, the line azimuth is to be 45° I also want to know how I can link a particular squad to a particular detachement placeholder. For example, I have a 3 squads n°1, 2 & 3. I want the 1st squad to spawn in detachement placeholder A, squad 2 in B, and squad 3 in C. I hope my questions are clear enough, thanks !
  14. I didn't knew about that, it works fine now. I wish I had 4 screens and 8 eyes to look at the battle in Cheux
  15. Thanks a lot Gashner for your work, I also encounter a CTD at the very end of game loading. I am on regular 1.10.0.81, using GME but no mod enabled. Log file is here : http://perso.wanadoo.fr/stimo-online/ToW/ToW_CTD_under_British_Bulldog's_camp.html
  16. I'm studying the Mission and Campaign Editor Manual.mht , 7.3 : "adding spawn points". I plan to build a MP mission in which the Army_1 will spawn at a random place. Here is an image of the example : see In the Mission Tree, I set the army as following : ArmyPlace / Pos : Ger_Pos_0, ArmyPlace / Target : Ger_Tar_0 In the Netspawn, I set 3 DeplPlaces : Ger_Pos_1, 2 and 3. see I performed several tests : Army_1 correctly spawns in one of the three DeplPlaces. I now want to understand what are ArmyPlace/Target and DeplPlace/Target for. My tests shown that Army_1 faces a direction that depends on both its ArmyPlace/Target and DeplPlace/Target, but I wasn't able to see the rule, thats why I need some help with those coordinates in my previous post.
  17. The Mission & Campaign Editor Manual isn't clear enough for me to understand how an army spawns using the ArmyPlace and DeplPlace Pos & Target values. If an army has : ArmyPlace / Pos : Point A coordinates (Xa ; Ya) ArmyPlace / Target : Point B (Xb ; Yb) DeplPlace / Pos : Point C (Xc ; Yc) DeplPlace / Target : Point D (Xd ; Yd) Where will it spawn ? At point C, isn't it ? But which direction will it face ? Thank you for your help !
  18. Hello Dr Jones, I'm interested in writing the files for JSH 1.0, but it's such a huge work I want to be clear about some points : 1) In ../TowModInstaller/Mods I create a JSH folder 2) In ../TowModInstaller/Mods/JSH I have to create a mod.ini file containing this : </font> [Mod]</font>Name JSH</font>Creator JSH Team</font>Version 1_0</font>DocumentLink http://www.battlefront.com/discuss/ultimatebb.php?ubb=get_topic;f=68;t=000041</font>3) In ../TowModInstaller/Mods/JSH I have to create a FilesID.ini file with a number and a path to the file in my ../TowModInstaller/Mods/JSH folder, like : </font> 1 3dobj\armoredcar\ger\ba_64_ger\Specular\sh_spec1.tga</font>2 3dobj\armoredcar\ger\ba_64_ger\Specular\sh_spec2.tga</font>3 3dobj\armoredcar\ger\ba_64_ger\Specular\sh_spec3.tga</font>... and so on</font> Am I right ?
  19. I just asked them ( here ) Let's wait for their answer now.
  20. The stand-alone addon will be more realistic than ToW, with the tank vision system for example. It will bring new units players were craving for (mortars, smoke & double-purpose flak guns). Remember that most of us didn't understood why they were not included in the game. We really need the LOS tool to be efficient (ok, I know you said a patch would add it to regular ToW). The addon will technically improve the game itself ... to a point it is almost remade. CMBB & AK were justified stand-alone because they brought new nations and terrains. On the contrary, ToW now seems to be the beta, with lacks & defects, and the addon looks like the final release. To be completely clear, I pre-ordered ToW because I had an eye on it for years and I trusted its developpers. Today I wonder if I shouldn't have waited 6 months more to get the stand alone. I hope my post doesn't sounds aggressive, and if it is, please blame my english teachers. About the max number of units on map, please believe me : we will all do our best to learn how to command bigger and bigger groups. Most of us here who started playing CM with small scale battles a few years ago are now able to deal with inf battalions, tanks companies and their supports. I guess we'll be able to adapt with ToW too !
  21. Hi Sneaksie, I do love ToW, it's the greatest game I played, but my love is half made of hope about further developments. All your posts clearly go the right direction, but I still have some doubts : First, I'd like to have some infos about this stand-alone addon : reading what you posted, I now figure it will be some sort of ToW 2 making our copies of ToW useless ? Something else I'd like to ask devs : I read somewhere that in MP, the max number of independent units on the field is 100. It means that in a 8 players game, each one will only be allowed a 10-men squad and 2 vehicles. Is that right ?
  22. Maybe the saved game file is corrupted ? Do you have this problem with all your saved games ? If not, you should replay your latest.
  23. This problem has been solved, ToW or Zonealarm weren't involved. Sorry for the disturbing
  24. Does anyone using "Zonealarm Free" firewall is experiencing multiplayer hosting problems ? A friend of mine uses this firewall. His router is correctly configured and he can join MP games, but he cannot host. Looking at ZA log files, we saw it blocks incoming connections from people trying to connect. In the firewall list of rules, the one concerning ToW has the 4 authorisations (secured & internet, server & access) ZA free doesn't allow user to open specific ports... I'm out of ideas about this problem. Anyone ?
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