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SoaN

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Everything posted by SoaN

  1. LOL, that’s funny one I've seen it for the first time.
  2. Heh, DMG was first to answer.
  3. I’m always ready. As for others developers – I don’t think that they will be against. (Joking)
  4. MG42 is presented in the game – it is used in some missions.
  5. All penetration values are counted in one system. All penetration angles are 0 degrees when it’s counted.
  6. We don’t have preceding fire in game. Aiming is made on spot where enemy is present in the moment of shot. I hope that is clear.
  7. No. We don’t need database because game is in full 3D. Models have all the right angles as they were. Yes I am one of developers.
  8. You can do so only with reinforcements that arrive and with units controllable by AI (allied and enemy). When selecting a car in mission editor look for term “06 - Attach”. Select from the list unit witch one you want to attach to car.
  9. AI uses the same code for area fire – it aims in certain spot that you’ve told him to. So you can try to make such experiment as I’ve already told you.
  10. Here is a little experiment for you. Take any gun you like and give the command AREA FIRE for about 700meters away. Wait for about 5 shots and you will see aiming system in action. But don’t forget that gunner is aiming better with each shot he provides. Such system works for AI also. It doesn’t have any lasers as I often hear here from forum members. It’s absolute nonsense if I can say so.
  11. I can assure you that it is not correct. Each weapon in the game has its one unique aiming parameters. It will be clearer to understand after “Visibility and aiming” topic will be opened in Strategy and tactics forum. As for 45mm AT they were made on the similar base as 37mm PAK 35/36. While creating 45mm AT Russians took a lot from German gun. But PAK was a bit better on higher distances. It is of course counted in TOW.
  12. In this case you should better use “STORM” to the area. With that command your units will try to reach the spot at medium speed killing enemy troops on there way. Another command is “ATTACK”. You can also use this command on area. When this command is given your troops will kill ALL the enemies that they will see before they rich the spot (if it will be needed to stop for killing one of the troops that they see they will stop and will not continue moving in needed direction before they kill this unit).
  13. Yes there are some commands for making them do so. TOW-> Mission Editor -> Description of mission triggers.chm -> Controlling the troops -> Position mode (3.5.15), Body mode (3.5.16) </font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">PositionMode Sets the movement modus for a unit, group, or army Syntax: PositionMode ( <ObjectType> , <ObjectID> , <Mode> ) This function/procedure uses the army identifier set with the help of the procedure SetWorkArmy with no influence exerted upon ObjectType – “ARMY” <ObjectType> - “UNIT” || “GROUP” || “ARMY” <ObjectID> - identifier of an object of the specified type (a constant or variable) <Mode> - “HOLD (hold position)” || “FREE” (movement is allowed) Example: [Trigger] PositionMode ( UNIT , 4 , “HOLD” ) // The unit with the identification number 4 was set to the hold position Halt [Trigger] SET @groupVar = “Group” PositionMode ( GROUP , @groupVar , FREE ) // The group of units “Group” was allowed to move Halt BodyMode Sets the movement modus for a unit, group, or army (only for infantrymen) Syntax: BodyMode ( <ObjectType> , <ObjectID> , <Mode> ) This function/procedure uses the army identifier set with the help of the procedure SetWorkArmy with no influence exerted upon ObjectType – “ARMY” <ObjectType> - “UNIT” || “GROUP” || “ARMY” <ObjectID> - identifier of an object of the specified type (a constant or variable) <Mode> - STAY || KNEE || LAY || FREE Example: [Trigger] BodyMode ( ARMY , 2 , “KNEE” ) Halt [Trigger] SET @UnitIDToSTAY = 29 BodyMode ( UNIT , @UnitIDToSTAY , STAY ) Halt</pre>
  14. What do you mean by saying that??? Could you please make it more clear for my future clarifying this issue.
  15. We all think the same. I will surely tell him about it
  16. Tank will spot a bazooka team behind it in case of firing. Yes, all types of grass offer the same amount of visibility.
  17. About visibility. We tried to make it different ways but following one seemed to be the best for us. Each unit has its own basic parameters of view range and observable range. All visibility is circular. Parameters effecting on visibility: 1. Basic view range. 2. Basic observable range 3. Radius of made sound 4. Units formation (crawl\dash\double time). 5. Speed of unit (not moving\moving\moving fast for example) 6. RPG system (scouting) 7. Shooting (when unit makes a shot he becomes more visible for medium time amount) 8. Forest, bushes and there quantity 9. Fog, rain, snow 10. Presence of commander for tanks, AT and etc. For example basic view range of infantry is 1000 meters. In perfect weather conditions, with scout parameter = 0, with no obstacles on his LOS (hills, bushes, trees, houses and etc), if none of the units will be shooting, with made by units sounds not counted he will see: Artillery from 500 meters. Moving artillery from 600 meters Car from 700 meters Moving car from 800 meters Armored car from 700 meters. Moving armored car from 800 meters and etc Soon there will be posted a topic in “Strategy and tactics” about Visibility and aiming.
  18. As I have already wrote grass won’t stop the bullets.
  19. No – fog\snow\rain don’t stop the bullets if you are talking about this issue. But yes – it makes aiming at target harder. I would say that about 50% or more of gameplay depends from designer as in other such games. If light tanks having rather powerful weapon to destroy heavy tank they will surely try to do so. The game is not “heavy scripted” but balance of mission fully depends from its designer.
  20. Quality of armor is not realized in game at this moment… But we were planning to make this feature available in future. Most of your shells ricocheted from B because it is rather “round” if I can say so
  21. Yes there is realization for armor fatigue in game. Also yes, cumulative hits matter.
  22. Weather conditions do effect on spotting ability (fog, snow, rain). Yes, they limit range at which unit can be spotted. No, the do not effect on shooting range – you just have less opportunities to hit the target.
  23. If you mean "Dash" then yes [ May 03, 2007, 10:31 PM: Message edited by: SoaN ]
  24. It doesn’t. Normalization angle does. My pardon. As you could understand English is not my native language, so mb sometimes I don’t explain correctly. Shell normalization angle means that: when hitting the target with certain types of ammo (APCR) shell is kind of trying to make it more perpendicular (normalize). I hope thet is more understandable. Hit angle means angle relative to the hit surface. So plate angle is taken into account.
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