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boog2006

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Everything posted by boog2006

  1. If the user wanted a briefing to appear, they would have to paste the text to both texts.utf8 and campaign_extra.xml, right?
  2. Wow, there was interest. There was some weirdness I hadn't thought of if say, they guard was killed. I had to reprogram part of it. That's fixed. Also as of now you can only have one guard, and I had wanted to plan multi-guard support. I shelved till the patch came out because I thought there was no interest. I have the files, should I post them somewhere? There is a lot of code, but it doesn't always monitor every group. It monitors an area, then later if you do get your POWs it monitors them to make sure they are behaving themselves.
  3. I liked it. Thank you. One thing though for those that are into this sort of thing, Feb '43 is a bit too early for panzerschreks (or fausts) but they do come in handy. SPOILER WARNING The reserves came at just the right time each time. I found I had just enough to complete the objectives. I thought the AI tanks moved logically, and I liked how they "knew" to take the high ground and then try to move around behind me. And the extra aviation present was a nice touch Again, thank you. [ January 03, 2008, 12:19 PM: Message edited by: boog2006 ]
  4. I see where those extra files are being created, but that doesn't seem to help me. I am missing many files in my extracted wintermap_9 that are present in JSH wintermap_9_a. I only have in my extracted (using the extractor tool) wintermap_9 -a folder "forest" -FarTreeTypeMap.bin -TreeTypeMap.bin -load.ini -actors.static -CommonNoise.tga -Deformations.xml -NoiseConfig.xml -Roads.xml JSH wintermap_9_a has in addition -a folder "roads" -pfsmap.bin -pfswatermap.bin -minimap (mat file) -farHF.raw -nearHF.raw -actors.static$ -VerticalGrassTypesDefinition.txt -farmaintex.tga -GameTypeMapIndex.tga -MainTex.tga -minimap.tga -TypesAI.tga where did all these extra files come from?
  5. Loading in what? mission editor, map builder, or TOW itself? I get CTD in game with renamed map.
  6. "then copied entire folder with wintermap_9" what do you mean with? Their wintermap_9_a has more files than is in my extracted wintermap_9. Where did these come from?
  7. The new JSH mod has "new" maps, such as wintermap_9_a, which although has the same terrain as wintermap_9, is stand-alone rather than a mask over the existing map. How is this done?
  8. Sorry, Dr. Jones, that came off wrong. It was only a suggestion.
  9. This installer would be better if it included all the campaign.xml and texts.utf8 files so missions could be added like a mod and include briefings.
  10. I've built a mission which uses a trigger scheme to implement a simulated ability for AI units to surrender. I'm happy to report I've had some success. I've made the scheme general enough that it can be used in any mission with only minor tweaks. Also, several of the triggers can be used in other contexts (retrieving all of the UnitIDs in an entire army one at a time and converting strings to numbers). The player will even be able to select guards that the prisoners will follow where ever the player likes. Currently there is no chance that the prisoners will try to escape, but I'm working on that. Before I upload this, if anyone is interested, I'm looking for someone familier with the mission builder to look at this and give me some feedback. Sneaksie, if you're reading this, if the team doesn't have time to implement a surrender in the add-on, could they at least include a command in the mission builder to make a unit drop all of its weapons? I think that's the main thing that's still missing with this.
  11. Which mission is it? It's possible to undue the effect of "ignore campaign loss" for individual missions from within the campaign editor. Doesn't mean the feature is buged
  12. chanss, I've not had that problem at all. There was a mission in that same campaign where I was eliminated to the man, but took the loss and went on to the next mission. Yes, I lost two elite T-34s, as Banquet said would happen, but I absorbed the loss. Banquet, I think the best way to save veteren units would be to have retreat built into the missions themselves. There is no built in retreat, but there are ways to abstract a retreat. Oudy's Yavno (sp?) mission had such a feature where the mission ended if all your units went into an area on the edge of the map. If you get your butt kicked there should be consequences, I think, but it shouldn't end the campaign. What I would like to see, as I've said, is an entirely different next mission depending on if you win or loose. This is possible with the campaign editor we have and is only a question of campaign design.
  13. There are ways to at least abstract withdrawing units using the trigger system.
  14. The disaster defeats wouldn't be so bad if they were worked into a branched campaign structure, ie make it ok to loose sometimes and not fail the whole campaign. The mission builder gives the ability to link to a different next mission depending on if you win or fail, so long as you enable the "ignore campaign loss". So far, I haven't seen that utilized, ie win and fail both link to the same next mission so the campaign is always linear. For example, if you had a mission to attack, victory would result in continuing the attack in the next mission on a new map. Defeat may mean going on the defensive in the next mission instead. May take more work to build, but I for one would prefer a shorter campaign with a branched structure. Would add to the replay value as well since the campaign could go differently (to an extent) each time you play it.
  15. Did we loose the ability to hook up the maxim in the last patch? [ August 08, 2007, 11:47 PM: Message edited by: boog2006 ]
  16. If you don't get a response from BFC, would this mod be of interest to people? The animations depict that they are fired from the hip, but AFAIK actual accuracy is not effected.
  17. That can be done with the mission editor.
  18. After 2 nights, I just can't find the problem. I have a feeling the mission editor just doesn't like new small arms for some reason. It works perfectly fine in the game itself though, so I don't see how there could be a mistake in the files. FinnN, thank you for your reply. If you're working on a German Infantry mod anyway, would you be interested in taking what I have and trying to absorb it into yours? (That might have been a good idea anyway, since even if it worked fine our mods would certainly have conflicted) Perhaps you could be more successful. If not, that's perfectly ok. Anyway, what I really want to get into is quality mission building. So I don't want to mess with debugging anymore. (Because I'll do enough of that in the missions ) That reminds me- FinnN, in your mod, will there be new German backpack sets? For mission building, I'd love to have the Germans have options to start out with PPShs and SVTs. If not, perhaps I could just concentrate on that aspect of my mod and release it to go along with my missions.
  19. Hey Oudy, very nice. But is there any way to get the gunner on the halftract to move in a few feet. He sticks out of the side quite a bit.
  20. Thanks. Like I said, I'm now working on adding foreign weapon options to the backpack sets of inf. to represent captured, Lend Lease, etc. Problem is, I don't have a lot of info. In some cases, I'm using little more than Close Combat series inspiration. Looking for suggestions. Largest problem is the Russians. Would the Soviet Union been supplied with bazookas through Lend Lease? I may add Panzerfaust options too, since captured examples lead to the modern RPG. Also looking at adding a captured MG-34 option (I liked it in CCIII) Edit: OK, ran into a snag. for some reason, my new filesid.ini with all of Oudy's mods plus the new MG-26t conflicts with my mission editor. It didn't before with Oudy's mods only. I can't create new units of any kind. Help! I'm afraid there may be an upper limit to the number of units that can be added, but I'm not sure. [ July 16, 2007, 01:32 AM: Message edited by: boog2006 ]
  21. Nevermind, got it. MG-26(t) done! What I might do is to release a comprehensive small arms mod with the dirty semi-auto fix as an option. I also have corrected the typos in the German belts ("50 round belt" for 75 and 250 belts). I want to add new backpack set options too(ex. ppSh option for Germany, panzerfaust for Russia,etc.)
  22. Firing from the hip doesn't bother me so much since it's better than watching the guy turn the bolt. Plus, the effect on gameplay of having the M1 actually outfire the Mauser is quite worth it to me. Modifying animations sounds like it's a little too much for me right now. Anway, is this something that would be worth releasing publicly, or should I just keep it to myself? I got the MG-26t up and working now. The only problem is that the icons in the info panel display "?" instead of giving info. Does anyone know how to mod the info that accompanies icons?
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