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Arzok

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Posts posted by Arzok

  1. I have a quite similar problem :

    I want to modify an existing map (I need to remove the bridge).

    If i save the modification, it affects the original map.

    So I need to change the name.

    But if i change the name of the folder, I can't load the map with the editor (the map does not appear).

    Is it possible ?

    Sure "save as" would be something very appreciate...

  2. I made a small campaign

    In several missions of this campaign, you can choose your reinforcement among the reserve units :

    The general idea is that light tanks are avalaible at the begining of the mission.

    medium tanks will arrive in the middle of the mission, and heavy tanks for the last strike.

    So with this system, you can choose your reinforcement, and the reinforcement is made from the reserve units !

  3. Yeah, I think the game is definitely too pre-scripted. That includes required units (Staff squad), magically-appearing reinforcements, and cheating AI. There needs to be more freedom. I hope they release a patch for this, or at least make ToW2 better in this regard. Right now, it really takes away from the gameplay.

    I have checked on severals missions, but I have not seens such triggers.

    Effectively, it is easy to make a trigger that do this type of things.

    But I think (if it is the case) that it concerns only few missions.

    It is not a problem of patch, it is a problem of triggers.

    You can make your own mission with the freedom you want. You just have to try... and let us to try your mission

  4. So that was never implemented in TOW? I thought it had long been added in a patch, that "fight to the last man" philosophy was obviously ridiculous. If it's still not in TOW2 I really wonder who is the target audience of this game.

    If you use the battle generator, it is implanted.

    There is a trigger (retreat trigger). When the IA'soldiers are less than 30% of the initial number, the IA retreats.

    It is very simple to change the proportion (one parameter) and quite easy to make the same trigger for the player.

    So your dream is in TOW 1...

  5. All is possible with the editor.

    You just have to try instead of complain.

    But to make a campaign, that take into account the fact that you may retreat and "replay" the day after, with more units, it takes much more time to create this.

    For exemple, for 4 missions, you will have to create 16 missions to deal with each case.

    It is not possible !!! and it does not worth for the creator of the campaign.

    And also, why should the IA retreat after a bloddy combat ?

    The player never does that... The player plays until the last man...

  6. Of course !

    I tried twice to use array.

    First time, it was with tanks and with an array of points. No problem, except if a tank is destroyed on a point, it blocks the following tanks.

    So second time, I tried with rectangle and trucks (to simulate a convoy).

    And I discover that sometime, the trucks forget the order and switch to "defend" order.

  7. I try this, and it seems to work quite well. But it is still too complicated

    It is for a truck.

    Every 15s, I send again the command.

    And each time the truck reachs a rectangle of the array, I send the new move command for the next rectangle of the array.

    --------------------------

    set @i1 = 0

    set @unit = 404

    set @array = "Array01"

    set @rect2 = "Rect_3"

    set @long = ArrayLen ( @array )

    sub ( @long , 1 )

    set @compteur = 0

    setworkarmy ( army , 3 )

    label boucle

    delay ( 1500 )

    add ( @compteur , 1 )

    if @compteur > 10 then

    set @compteur = 0

    endif

    set @rect = ArrayGetElementName ( @array , @i1 )

    set @a = GetNUnitsInArea ( unit , @unit , car , @rect )

    if @a > 0 then

    add ( @i1 , 1 )

    set @rect2 = ArrayGetElementName ( @array , @i1 )

    runcommand ( unit , @unit , move , rect , @rect2 )

    endif

    if ( @@depart_camion > 0 and @compteur = 5 ) then

    runcommand ( unit , @unit , move , rect , @rect )

    endif

    set @a = GetNUnits ( group , "convoi01" , car )

    if a = 0 then

    halt

    endif

    goto boucle

  8. how do I add extra men in mission editor?

    One possibility I have tried is to choose a squad from an other nation, and to change each soldier in french (name, arms...)

    A bit long, but it works.

    Except for campaign, for the next mission, the squas recover is former nationality :mad:

  9. Thank you for the answear.

    I tried for an other map with points and tanks (and attack)

    It worked fine, except the fact that when a tank is destroyed just at a point, the others will stay blocked just before.

    So I tried this time with rectangle, but with truck and move.

    And sometimes, the truck stops (with no apparent reason, like trees...), and return "defend" order instead of move.

    I use a delay of 30 seconds between trucks.

  10. I want to move 5 trucks to make a convoy

    The player has to protect this convoy.

    I use

    runcommand ( unit , 404 , move , array , "Array01" )

    for the first truck.

    Array is made of rectangles.

    I have try with points, but when a truck is destroyed at the point, it blocks all others trucks.

    But with rectangle, 50% of the trucks stops without reason in a rectangle (not the first, not always the same)

    I think rectangle are wide enough

    Have you some idea ?

  11. Thank you very much !

    I will adjust the exp for my future campaign...

    This function summarizes power of units. Each unit has a set 'power' property in unit.ini. This property is used in danger calculation of unit, effect on morale of enemy units seeing it, etc.

    Experience allocation. In Data\Ai\Skills.ini there are these rows:

    [intelligence]

    Level 0 10 20 30 40 50 60 70 80 90 100

    K 1 1.05 1.10 1.16 1.22 1.28 1.34 1.41 1.48 1.55 1.63

    A soldier with 100 intelligence will receive 1.63 times more experience than soldier with itelligence 0.

  12. Can you explain the function "GetPower ( GROUP , @group_enemy )"

    It is not in the trigger manuel.

    How the power of a group is calculated ? (tanks, infantry...)

    Another question :

    For campaign, you can give EXPerience for each mission .

    How it is modified with the intelligence of the soldier ?

    Have you a formula ?

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