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nonickch

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  1. The remainder of your squads are always there afaik. The dead ones are replenished with new recruits and they're available for you on the next map. I think the presets don't use the same squads, but I always swap for them. If a squad is locked, you can just replace soldier for soldier. The allied campaign is using two different armies, so not everyone will be available on missions that use only one army. Don't forget to move your soldiers from obsolete units. I had campaigns where I used the exact same crew in various tanks in all the maps. 100 gunners/drivers make tanks and td's deathmachines.
  2. Yup, tracking them is pretty much the only way to get those beasts down with the given weapons. If it was just 1-2 of them it's pretty easy, you take 2-3 tanks and start running around them. Whomever they are trying to shoot runs in high radial velocity (full speed @sub50m), the other two shoot it low. But then it's the issue of those tigers (or was it panthers?) who come from the edge of the map and tend to object to you playing the rabbit.
  3. didn't mean to extend over the mapsize.
  4. Yes, I just run the numbers and I was indeed wrong. I put 2 squads, one standing up @150m and one kneeling @100m off a pak40 with a gunner of 60. Even tho the pak was shooting HE charges, ALL of the men died to the bullet effect. Accuracy of the pak was about ~50% (didn't count). Not a single crater close to the bodies, all shots landed far off. So that's 4/4 The pak was in very slightly elevated position (like .5-1m up)
  5. hell, I live in greece on an island and I got my copy today (ordered when I heard they're shipping). And I should be the last person on earth to get the item. Well mebbe mainland asia could proove slower. lol, the cheeky buggers put $5.00 value on the customs declaration XD
  6. from my experience non-playable parts of the map are exactly the same as the main playarea. The only difference is that you can't directly send your men in there, but you still can do so like you described or when a unit panicks and runs in there. I don't think there's a resource-based reason for the map limitation, since it acts as normal space but with clicking limitations. So It's safe to assume you can just expand the territory rect in your campaigns and finally have that long-range fun you wanted.
  7. where there any other stug's available in the next mission? If not, maybe they were filtered out. They should eventually show up as obsolete, unless someone forgot that part.
  8. the omni supersense the tanks have is only part of the problem. The other part that is present in at's is their uncanny ability to shoot through soldiers. That's right, 3/4 of my soldiers die to tanks/at's from the bullet effect. Not by the explosion, but by the shell going through even while ducking and running (I've had more than once a prone soldier get the bullet effect and the HE round land like 10-15m behind him). Now, put those two things together and you have the supertanks we see in the game. All seeing, never missing. Oh, and I believe tanks of WW2 took way more than two seconds to rotate the turret 180 degrees. Especially the heavy ones. I would not complain much about the sense of the AT's. It should be as much as a soldier, at least as long as the officer stands in clear view scouting things.
  9. I just checked it on the mission editor and it seems that there are only 4 placeholders for tanks in this mission. The Permissions list as USA SPG+TANK=9 while having only 4 placeholders for tanks and 3 for spg's. I expect if you take 4 spg's int this mission you'll also get a stranded spg too. So, it's all up to you how you want to go about solving this one, you either drop the limit to tanks=4 and spg=3 or add the proper placeholder. They are both pretty easy in the editor. MAKE A BACKUP BEFORE EDITING THE MAP. Changing the permissions: Open file, browse ALLY->St Lo On the upper right window expand "ArmyComposition" Expand Permission Delete "SPG/USA+Tanks/USA=9" Rightclick on Permission, Add filter Select Empty_filter and at the properties window below click on the "..." that becomes visible next to the "Filter[] Array" At the window that pops up, Click Add and then Classification=Tanks, Country=USA Click ok, and at the properties window Set Limit=4 Repeat the same for SPG's. That's way 1, you can limit yourself like this (or simply not take 5 tanks with you in unit setup ) Adding the placeholder: Expand placeholders, add placeholder (like adding the filter before) You will notice A new circle appearing on the map. Click the "Editmode: Units" button (2nd button from the right in the bar) and move the circle where you want the tank to appear (prefferably next to the other tanks) Select the new placeholder (should be naed [13]_ALL) and open up it's ClassificationList from the properties window (again like the filter). There just add, set Classification=Tanks. And that should be it. Don't forget that you need to re-start the mission from the campaign selection window for the changes to take effect. I didn't notice that bug since I usually go for quality armor than quantity. It's quite a good strategy since you have to face overwhelming tank odds. [ May 23, 2007, 01:29 PM: Message edited by: nonickch ]
  10. /me whimpers "scripting improvements!" Coding those little buggers to behave is way hotter than actually sending em to blow stuff up.
  11. I lost an entire squad trying to nade that AA from behind the wall. It was the only thing left on the map and I lost the game to it multiple times. In the end after lobbing endless grenades I managed to kill the gunner and my zooka guy could approach the vehicle without getting lazored @200m
  12. Whom do I have to beg so we can get an updated documentation on the scripting commands? It is quite obvious that there are a few undocumented features. For example creategroupbyrect is overloaded to accept UNIT as first param with int unit_ID as 2nd (instead of string). Compiler knows of this, we don't . Still haven't managed to figure out what it exactly does since I see no results. Also, any future in creating the missing basic commands? Oh, and everyone should be warned. There's no types for vars so you may accidentally pass a string where you're supposed to pass an int and the trigger compiler will never even warn you. If your map crashes, that's the bugger. This is obviously a bug, but probably a design one and I wouldn't expect it to be corrected.
  13. oooh, The mission after the failaise pocket as the allies needs exactly the same fix too. 4 detachments as placeholders, 2 detachments max allowed. Did anyone even test the missions?
  14. oooh, The mission after the failaise pocket as the allies needs exactly the same fix too. 4 detachments as placeholders, 2 detachments max allowed. Did anyone even test the missions?
  15. Not killing all the enemies should be pretty easy. I just took a quick look of the first MP mission in the retail version. You can see numerous GetNUnits in it's triggers. From what I remember all of em are compared to 0 in subsequent lines. Uniformingly changing that 0 value to something to your liking should do the trick (I have no way on testing MP missions so I can't make sure). Say... something like 10-20? For more complex cases, you will have get into scripting more. It's not that tough if you have some minor coding history. For example, capture the hill for 30 mins should be something like this (in the same 1st MP mission): * Apparently each client checks for everbody's win/loose conditions independently, so you have to do that in each client, hence: * Define a rectangle area on the mission with the name "Rect_Win" * Create a trigger named like "IsHillHolder(@win_rect) which does the following (out of the top of my head, logical and syntax errors are more than likely to be in here) ----- //Returns the current holder of the hill PARAM IN @win_rect PARAM IN @army PARAM IN @client_ID PARAM OUT @holder SET @holder = 0 SET @client_num = MP_GetClientNum ( ) SET @i = 0 SET @units=0 SET @alliance_num = MP_GetClientAlliance ( @client_ID ) //Check to see if the army has any units on the hill //If not, return false (0) SetWorkArmy ( ARMY , @army ) SET @units = GetNUnitsInArea( ARMY , @army , "HUMAN" , @win_rect , "CREW" ) IF ( @units = 0 ) THEN SET @holder = 0 RETURNPARAMS HALT ENDIF //Since the army has units on the hill, check if //any other hostile armies have units on the hill. //If not, then it's a win scenario (1). Otherwise //return fail (0) SET @holder = 1 LABEL FOR IF ( @i lessthan @num ) THEN SET @valid = MP_IsClientValid ( @i ) SET @testing_alliance = MP_GetClientAlliance ( @i ) IF ( @valid = "TRUE" && @ @alliance_num != @testing_alliance) THEN SET @hostile_army = MP_GetClientArmy ( @i ) SetWorkArmy ( @hostile_army ) SET @hostile_units = GetNUnitsInArea( ARMY , @hostile_army , "HUMAN" , @win_rect , "CREW" ) IF ( @hostile_units morethan 0 ) THEN SET @hodler=0 RETURNPARAMS HALT ENDIF ENDIF ADD ( @i , 1 ) GOTO FOR ENDIF RETURNPARAMS HALT ----- So this last bit of code is written so you don't have to change much of the default coding of the win default mission win/lose conditions. Repacing calls to GetNUnits with IsHillHolder should suffice (they're default checking to =0 for loose condition). * You STILL need to change the victory condition with something like the following snippet (pseudocode cause I'm in a hurry) --------- SET @winner = -1 WHILE (@winner = -1) (use the for looping like snippet) FOR.... <insert the same as snippet for looping all clients> IF (isHolder(@curent_client)) THEN FOR (i=0, i lessthan 10, i++) //10 is the num_mins to hold hill to win SET still_holder = isHolder(current_client) IF (still_holder=0) THEN BREAK (exit the timecounting loop, client lost hill) ENDFOR IF (still_holder = 1) THEN SET @winner=@current_client (timer expired and current checked client still has the hill. He pwns) ENDIF Delay(60000) (wait a min before checking hill holder again) ENDFOR ENDWHILE //following lines prolly dead wrong, but you get the point. MP_Client_win(@winner) Set @win_alliance = MP_GetClientAlliance(@winner) MP_AllianceWin(@win_alliance) --------- So what the previous psudocode does is to keep looping untill there is a winner (1st WHILE). The while loop continually goes through all the clients in the game and checks one after the other to see if he holds the hill (1st FOR). When a holder is found, it starts countdown by checking to see if the same client is still the holder after one minute, and will do so untill the 10 mins expire. If timer expires then we got a winner, otherwise go back to the looping to see who holds the hill now. Right, this was supposed to take 5 mins and took me well over30 mins. Dammit. [rant] OH SWEET JESUS MY EYES, WHO CODED THAT MISSION? Like seriously, lay off the goto's. using them to emulate for's is "so-so" at the current state of the language, but using em to jump in and out of your emulated "for" loops is logical suicide. I so wanna shoot me for copying those bits off the default mission btw, are those MP comments written in russian? [/rant] EDIT: oh, sorry, forum software ate the indentation. Good luck following those if's/while's [ May 21, 2007, 10:57 AM: Message edited by: nonickch ]
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