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adding bailed out vehicles to scenario?


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Hi
Just tested it myself. As far as I can tell, it works like this:

"Dismount" only works for vehicles carrying spare ammunition - like trucks for instance. When you select a truck to be dismounted in the editor, it automatically becomes an ammo dump.
For other vehicles or if you want a truck to be "normally dismounted", then you just leave it at the default "OK" status and deploy you troops. Once it has been deployed on the map you then give it the "dismount" order (for some vehicles it is "bail out" instead of "dismount" for some reason - I dont know why BFC has made that distinction there).

Hope this helps?

Edit:
If you by "abandoned" mean that you would like the crew to be able to reman the vehicle, then do as above. If you just want the vehicle to be there for decorative reasons, you can always use "destroyed" or "immobilized".

Second edit:
Your post prompted me to try an old idea once again, namely: Can you make a scenario where you need to get a tank crew back to their abandoned tank? Alas, that seems impossible, because even though you can get the crew to dismount the vehicle in the editor, it seems that it always automatically remounts the tank, once you start the scenario in the "Battle" menu. A real pity ☹️

 

Edited by umlaut
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1 hour ago, umlaut said:

 Can you make a scenario where you need to get a tank crew back to their abandoned tank? Alas, that seems impossible

 

Perhaps I am misunderstanding, but the Kampfgruppe Engle campaign mission called Tiger Poaching has this same scenario. Perhaps you could open it in the editor and see what the designers did there?

Edited by landser
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umlaut, why couldn’t you paint a small set up area for the tank in the same color as your main troops set up area, then in the set up/first turn, bail the tank crew and teleport them back to your troops’ main set up area, and then hit the Big Red Button? Voila...tank is out in No Man’s Land, and the crew is with their buddies who will attempt to escort them back to their tank.

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7 hours ago, Bubba883XL said:

but i just wanted it dismounted...any ideas?

Buy CM:SF2?  ;)

@mjkerner is there any chance you could extract the mission that @landser mentions.....I would very much like to look at it the editor? 

In several of the games dismounting tanks in the editor only gets you an Ammo Dump and in my experience crews manually removed from their vehicles with Bail-Out will often snap back into them when the game starts.  The crews are not listed seperately from vehicles so they can't be set as reinforcements for their vehicles (already placed on the map).

So if @landser is correct, I'd really like to know how it was done too.

Edited by Sgt.Squarehead
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Ha, vindicated!  I just checked into it, and my suggestion above is exactly what the scenario author did. What do I win? 😁 No pic, though, because FRAPS no longer works in my CM games???? It works in the few other games I have installed on this new relatively new 'puter, and certainly used to for all CM games until now. (Just re-installed FRAPS and still nada for CM games.)

Anyway, you can check it easily enough, landser, even without going into the editor. You can see how the author did it just looking at it in the normal game set-up. The author used a painted set-up zone one AS, and also painted the same square as an objective.  I tried it in the editor and all I had to do was bail-out the crew and move it to the set-up zone for the rest of the troops.  When I started the game, everything was just like the scenario. (I used a different scenario to test, and the Amis took out that Tiger sitting in their back yard lickety split! 

Sarge, I'll get the file to you shortly. I haven't re-installed Dropbox yet.  Oh, and dismounting trucks create supply dumps, not tanks, at least in my experience.

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1 hour ago, mjkerner said:

The author used a painted set-up zone one AS, and also painted the same square as an objective.  I tried it in the editor and all I had to do was bail-out the crew and move it to the set-up zone for the rest of the troops.  When I started the game, everything was just like the scenario. (I used a different scenario to test, and the Amis took out that Tiger sitting in their back yard lickety split!

Surely you could just put the crew back at mission start and hit ceasefire?  Or move the tank to the player's setup zone mount 'em up and lay waste to the opposition with your shiny free Kingtiger?  Or am I missing something?  :unsure:

PS - FRAPS still works fine for me.....Sent you a link to an older installer, see if it helps. 

Edited by Sgt.Squarehead
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Sure you can't do that, Bubba?  

10 minutes ago, Sgt.Squarehead said:

Surely you could just put the crew back at mission start and hit ceasefire?  Or move the tank to the player's setup zone mount 'em up and lay waste to the opposition with your shiny free Kingtiger?  Or am I missing something?  :unsure:

PS - FRAPS still works fine for me.....Sent you a link to an older installer, see if it helps. 

You may have misunderstood. I was just testing it on another scenario, and it works fine bailing out the crew, and putting them back in the start up area with the rest of the troops on that side, etc.  It was just funny to watch the Ami AI blasting away at the rear face of the Tiger out in no man's land. I wasn't intending to play the scenario or anything, just wanted to see if it would work as I had outlined above. 

landser, if you did it the way I laid it out, you end up with an abandoned tank as long as you don't try to put the crew back in it.  I think maybe the author in fact only painted an objective square, and not a set-up zone in that square, or you would be able to position it to your heart's content at the start up phase of the scenario (i.e. before you hit the Big Red Button). If you can't do that there, you can go into the editor and position it like you want, or better yet, put a one square set up zone in the same square and then, in game during initial set up you should be able to position it. 

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2 hours ago, mjkerner said:

Ha, vindicated!  I just checked into it, and my suggestion above is exactly what the scenario author did. What do I win? 😁 No pic, though, because FRAPS no longer works in my CM games???? It works in the few other games I have installed on this new relatively new 'puter, and certainly used to for all CM games until now. (Just re-installed FRAPS and still nada for CM games.)

Anyway, you can check it easily enough, landser, even without going into the editor. You can see how the author did it just looking at it in the normal game set-up. The author used a painted set-up zone one AS, and also painted the same square as an objective.  I tried it in the editor and all I had to do was bail-out the crew and move it to the set-up zone for the rest of the troops.  When I started the game, everything was just like the scenario. (I used a different scenario to test, and the Amis took out that Tiger sitting in their back yard lickety split! 

Sarge, I'll get the file to you shortly. I haven't re-installed Dropbox yet.  Oh, and dismounting trucks create supply dumps, not tanks, at least in my experience.

Great, thanks! It had never occured to me that the setup zones had any influence on this. So I didnt use setup zones in my tests :)

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3 hours ago, mjkerner said:

landser, if you did it the way I laid it out, you end up with an abandoned tank as long as you don't try to put the crew back in it.

Good work mate, glad to know it may have been helpful, but I am not keen to sort it out, was just trying to help my brothers-in-arms :)

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