War RaVeN Posted May 24, 2007 Share Posted May 24, 2007 Originally posted by Webwing: I will wait for the patch before I do the next tutorial. Apparently there will be waypoints and some other changes that might affect the editor as well. I don't want to do something that will be redundant in a weeks time. Thanks Webwing, this is a very good idea Regards, War Raven. Link to comment Share on other sites More sharing options...
rune Posted May 24, 2007 Share Posted May 24, 2007 Webwing, Been up to my neck with CMSF, first time I saw this thread. Wanted to say great job and thanks for doing this for the fans of the game! Excellent job! Rune Link to comment Share on other sites More sharing options...
Webwing Posted May 24, 2007 Author Share Posted May 24, 2007 Originally posted by Androo: 1 - 3 are great, but the links for 4 and 5 seem to be down. Or is it just me? And 5 is the one I really need- dang it! Anyway, thank you for your efforts Webwing! Thanks! I don't know what happens to these sites sometimes. But since they host the files for free I'm not so sure I have the right to complain. Moved them all to rapidshare. They all seem to be working last I checked. If you are still having trouble downloading please send me an email. Link to comment Share on other sites More sharing options...
pad152 Posted May 24, 2007 Share Posted May 24, 2007 Moon, Madmatt Can we get these videos posted on the Battlefront Web Site as downloads, it would be a shame if TOW fans lose access to them. Link to comment Share on other sites More sharing options...
Webwing Posted May 24, 2007 Author Share Posted May 24, 2007 - New tutorial video uploaded. 06 - Link to comment Share on other sites More sharing options...
Androo Posted May 24, 2007 Share Posted May 24, 2007 Webwing, sorry, I can't find your email. I think the problem may be with Rapidshare, perhaps going above a limited number of d/ls in a certain time? I managed to get #5 last night, but now #6 won't d/l. I'm with pad152: a more permanent arrangement would be great, so that you don't have to keep moving these invaluable tutorials around. Link to comment Share on other sites More sharing options...
Webwing Posted May 25, 2007 Author Share Posted May 25, 2007 Originally posted by rune: Webwing, Been up to my neck with CMSF, first time I saw this thread. Wanted to say great job and thanks for doing this for the fans of the game! Excellent job! Rune Hey Rune, thanks! I can imagine how busy you guys are... only two months to go! Looking forward to see the results of your hard work! Link to comment Share on other sites More sharing options...
Webwing Posted May 25, 2007 Author Share Posted May 25, 2007 Originally posted by Androo: I managed to get #5 last night, but now #6 won't d/l. Rapidshare seems pretty reliable... 12 downloads in the last couple of hours since I uploaded it. I checked and the link is working fine. Unfortunatly its 28M and my mailbox won't work with that kind of file, else I'd just send it to you. Just need to be a bit patient, sorry. -- Link to comment Share on other sites More sharing options...
M.R.Maiornikov Posted May 25, 2007 Share Posted May 25, 2007 Thank you very much for those amazing tutorials Link to comment Share on other sites More sharing options...
ShiftZ Posted May 25, 2007 Share Posted May 25, 2007 Salute Webwing!! Those videos opend up some doors. It's almost done mastercam style lol. You know, I really can't wait for that map editor. Before they shut the lights on ToW my goal is a complete conversion of this game to modern warfare as it may have happend in 1982. Of course massive re skinning and math will have to be done but it can be done. Great videos man, can't wait to see what you do with the map stuff. BTW I second the motion that these tutorials should be up on the BF website, think about it, he did on his own. Give credit where credit is due. Salute. Link to comment Share on other sites More sharing options...
Androo Posted May 25, 2007 Share Posted May 25, 2007 Sorry Webwing, I thought it was probably me- didn't mean to hassle you about this! :cool: I will keep trying, I'm sure I will get them all eventually. Really impressive stuff, very professional! Now I've finally got a few minutes to actually watch #5- sweet. Link to comment Share on other sites More sharing options...
pad152 Posted May 25, 2007 Share Posted May 25, 2007 Webwing Can you tell us how to create the map for the mission briefing sceen! Thanks Link to comment Share on other sites More sharing options...
SlapHappy Posted May 25, 2007 Share Posted May 25, 2007 Webwing I have a question. In many board games it is necessary to "exit" units from the field of play to receive points towards victory conditions. Is it possible to simulate this in TOW? Could one possibly create a rect that once a unit entered it, it is removed from the game and some victory condition is updated. So, if say, three trucks are exited this way, it triggers a win for the player? I see that there is a RemoveFromGroup statement, but my suspicion is that this does not remove the unit from the field of play, but rather moves it from some exisiting grouped state. I realize you could definitely do this by just having a set number of units be present in a rect, but then their continued presence would not achieve the desired effect as they can be shot at or shoot at enemy units. What is desired is that they no longer exist in the field of play. Any comments? Link to comment Share on other sites More sharing options...
Webwing Posted May 25, 2007 Author Share Posted May 25, 2007 Originally posted by SlapHappy: Webwing I have a question. In many board games it is necessary to "exit" units from the field of play to receive points towards victory conditions. Is it possible to simulate this in TOW? Could one possibly create a rect that once a unit entered it, it is removed from the game and some victory condition is updated. So, if say, three trucks are exited this way, it triggers a win for the player? I see that there is a RemoveFromGroup statement, but my suspicion is that this does not remove the unit from the field of play, but rather moves it from some exisiting grouped state. I realize you could definitely do this by just having a set number of units be present in a rect, but then their continued presence would not achieve the desired effect as they can be shot at or shoot at enemy units. What is desired is that they no longer exist in the field of play. Any comments? I don't see why this would not be possible. It would be ideal to have a command to make the unit change to sleep mode. If there is a command to make it "wake up" there might be an undocumented one that does just that. But with what I know: I'd use ObjectChangePosition and ChangeArmy command. Create an army. Make it neutral. Create a point outside the Territory area as close to the outside border of the map as possible. As soon as units get into the area you specify they will be changed to the neutral army and transfered to the point outside the map with hold command orders. That should work. Haven't tried it though! Yet!! Others might have a better idea... - Link to comment Share on other sites More sharing options...
Webwing Posted May 25, 2007 Author Share Posted May 25, 2007 Originally posted by Androo: Sorry Webwing, I thought it was probably me- didn't mean to hassle you about this! :cool: No hassle!!! Hope you find the answers you're looking for in the videos. Originally posted by pad152 : Webwing Can you tell us how to create the map for the mission briefing sceen! Thanks I did it in a sort of complicated way. I'm close to finding an easier way to doing this. A lot of people ask that. I have a felling it will be the topic of the next video. -- Link to comment Share on other sites More sharing options...
Webwing Posted May 25, 2007 Author Share Posted May 25, 2007 Originally posted by ShiftZ: Salute Webwing!! ..Before they shut the lights on ToW my goal is a complete conversion of this game to modern warfare as it may have happend in 1982. Of course massive re skinning and math will have to be done but it can be done...Great idea! But I don't expect them shutting the lights any time soon. Originally posted by M.R.Maiornikov: Thank you very much for those amazing tutorialsThanks. Hope they really help you get started. -- Link to comment Share on other sites More sharing options...
SlapHappy Posted May 26, 2007 Share Posted May 26, 2007 Webwing Wrote this code: {Trigger} Init CallTrigger ( "leavemap" ) {Trigger} leavemap Delay ( 10000 ) ReinforcementDestroy ( 1 , GROUP , "Group_Truck1" ) I was just trying to get the first part of the equation: Wait 10 seconds and then make the Group disappear. I got the following error when I compiled: *** ERROR *** [TRIGGER] leavemap: in getObjTypeCode "1" *** ERROR *** [TRIGGER] leavemap: GROUP is not an integer number === END OF TRIGGER COMPILATION === It's not a syntax error. There is something wrong with the ReinforcementDestroy call, but I can't figure out what. It looks OK next to the example given in the HELP file. Link to comment Share on other sites More sharing options...
War RaVeN Posted May 26, 2007 Share Posted May 26, 2007 Originally posted by Webwing: - New tutorial video uploaded. 06 - Very helpful again! Thanks. :cool: Link to comment Share on other sites More sharing options...
Manx Posted May 26, 2007 Share Posted May 26, 2007 Should it be ReinforcementDestroy ( GROUP , 1 , "Group_Truck1" ) ? Link to comment Share on other sites More sharing options...
SlapHappy Posted May 26, 2007 Share Posted May 26, 2007 ReinforcementDestroy ( GROUP , 1 , "Group_Truck1" ) Well... that DID get rid of the compiler error. But when I ran the script, it didn't do as I had hoped. I'm not sure this can be used with non-sleeping entities. It seems to be a sister-command to ReinforcementLand. Link to comment Share on other sites More sharing options...
Webwing Posted May 26, 2007 Author Share Posted May 26, 2007 I'm a bit busy right now to try this but as far as I can remember ReinforcementDestroy did not work well for me either. Like you said it only seems to work for the ones that were sleeping in the first place. Now I'm also curious... Wonder what others have to say. Manx, Have you been successful with this? SlapHappy, Have you tried the ObjectChangePosition and ChangeArmy command solution? Should work fine for your needs. -- Link to comment Share on other sites More sharing options...
Oudy Posted May 26, 2007 Share Posted May 26, 2007 SlapHappy I've used ReinforcementDestroy with no problems, when I unlimber guns. my syntax is: ReinforcementDestroy ( GROUP , "Group_Truck1" ) I have no ", 1," in mine. Hope that helps Oudy Link to comment Share on other sites More sharing options...
SlapHappy Posted May 26, 2007 Share Posted May 26, 2007 Thanks for the suggestions, guys! Link to comment Share on other sites More sharing options...
Webwing Posted May 26, 2007 Author Share Posted May 26, 2007 Oudy is right. I just tried it and it works fine. The syntax in the manual is not correct. I think thats why I never tried it again... -- Link to comment Share on other sites More sharing options...
SlapHappy Posted May 26, 2007 Share Posted May 26, 2007 The syntax in the manual is not correct. I think thats why I never tried it again... Yeah, I'm just realizing that....what a nutter that is huh? Link to comment Share on other sites More sharing options...
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