Search found 56 matches
- Mon Mar 13, 2017 2:15 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Custom Multiplayer v1.0.15
- Replies: 0
- Views: 2338
Custom Multiplayer v1.0.15
Here is a simple custom multiplayer setup. Two victory points, one held by Space Wolves and the other by the Orks. First to capture two points wins. I considered adding something like: if Gorkonaugt/Logan dies then the Orks/SW lose, and left it out. Units are fixed, small variety reinforcements arri...
- Fri Mar 10, 2017 4:39 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: How to: have more than 8 men per squad?
- Replies: 4
- Views: 4051
Re: How to: have more than 8 men per squad?
I'm not certain, I think it has to do with setup in Init.BSF // target info AddAttrib("manHP1"); AddAttrib("manHP2"); AddAttrib("manHP4"); AddAttrib("manHP8"); AddAttrib("manHP16"); SetAttrib(me, "manHP1", GetAttrib(me, "HitPoints"...
- Fri Mar 10, 2017 1:02 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: vp & achievements
- Replies: 3
- Views: 3177
Re: vp & achievements
This is good to know.
The Achievement Tool creating ScenarioName_AUTOACH.BSF
and
the Reinforcement Tool creating REINFORCEMENTS0.BSF
certainly helps make much more detailed scenarios.
The Achievement Tool creating ScenarioName_AUTOACH.BSF
and
the Reinforcement Tool creating REINFORCEMENTS0.BSF
certainly helps make much more detailed scenarios.
- Sun Mar 05, 2017 5:41 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: How to playtest campaing second or third mission?
- Replies: 3
- Views: 2907
Re: How to playtest campaing second or third mission?
Copy campaign (example): _\Warhammer 40000 Sanctus Reach\Campaigns\HOUROFTHEWOLF Paste: _\SANCTUS\CAMPAIGNS\HOUROFTHEWOLF Rename: _\SANCTUS\CAMPAIGNS\HOUROFTHEWOLF2 Edit: _\SANCTUS\CAMPAIGNS\HOUROFTHEWOLF2\TEXT1.TXT original: IDS_CAMPAIGN_NAME,"HOUR OF THE WOLF", to: IDS_CAMPAIGN_NAME,&quo...
- Thu Mar 02, 2017 8:46 pm
- Forum: Warhammer 40,000: Sanctus Reach
- Topic: Skirmish without super heavies
- Replies: 8
- Views: 3958
Re: Skirmish without super heavies
Pip posted a custom skirmish setup.
You could adjust that to have no super heavies.pipfromslitherine wrote:OK - this version might be better
https://www.dropbox.com/s/3ccfrj3zgzia4 ... H.rar?dl=0
Cheers
Pip
- Thu Mar 02, 2017 6:28 pm
- Forum: News & Announcements
- Topic: Sanctus Reach - How to use the editor and a CONTEST!
- Replies: 18
- Views: 25613
Re: We have a WINNER!
Congrats, can't wait to play it!AlbertoC wrote: VM's Gaming is the winner, with his Fallen Imperial City scenario! Congratulations!
- Thu Mar 02, 2017 2:52 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: New vehicles in Squads.csv, sounds not working?
- Replies: 2
- Views: 2576
Re: New vehicles in Squads.csv, sounds not working?
I ran into this too. Not sure what the workaround is. \Warhammer 40000 Sanctus Reach\Data\ sfx0.txt sfx1.txt Effects for side 1 & 2. The swiftclaw movement sounds are listed there. I thought there was another .txt file "sound" somewhere but I couldn't find it. I think the sounds are li...
- Wed Mar 01, 2017 2:28 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: How to: have more than 8 men per squad?
- Replies: 4
- Views: 4051
Re: How to: have more than 8 men per squad?
If it isn't a matter of adjusting one of the scripts in $Default.BSF then it could be the need for a new formation. http://archonwiki.slitherine.com/index.php/Units#Custom_Formations Thought I saw somewhere that 16 is max men-count for squads. Maybe formation isn't setup - for that many men in that ...
- Mon Feb 27, 2017 7:35 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Custom Campaigns v1.0.12 Beta
- Replies: 21
- Views: 10915
Re: Custom Campaigns v1.0.12 Beta
There must be some text in which the names appear. And I have not found it. It is not understandable that they give you all this information and all these possibilities for modding. And then you have to guess those names. In the Victory Points Plugin .BSF file there are all sorts of possiblities an...
- Mon Feb 27, 2017 2:37 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Custom Campaigns v1.0.12 Beta
- Replies: 21
- Views: 10915
Re: Custom Campaigns v1.0.12 Beta
I think you are right and the turn conditional is not needed with the StartTurn running at the start of every turn*. There needs to be some check on how many dreadnoughts have been placed, unless you just want to keep them arriving every turn. Completely depends on what you want to do. That script w...
- Mon Feb 27, 2017 1:35 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Custom Campaigns v1.0.12 Beta
- Replies: 21
- Views: 10915
Re: Custom Campaigns v1.0.12 Beta
After some attempts. I leave it for today. The game crashes on the last loading.screen.Is a simple map where I have placed some victory points.If you capture a concrete victory point. Arrives a dreadnought.That's what i want to get.The second dreadnought in the script is from my previous tests with...
- Sun Feb 26, 2017 8:30 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Custom Campaigns v1.0.12 Beta
- Replies: 21
- Views: 10915
Re: Custom Campaigns v1.0.12 Beta
It should be possible.
If not that, a function to act as a trigger when the ownership or whatever changes.
I haven't done that yet.
Code: Select all
//returns the owner id of the given region [0,255]
RegionMapGetOwner(objectName, region)
I haven't done that yet.
- Sat Feb 25, 2017 12:42 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Custom Campaigns v1.0.12 Beta
- Replies: 21
- Views: 10915
Re: Custom Campaigns v1.0.12 Beta
The first campaign, "Three Visions" still works in v1.0.12 beta. I had an issue trying to use a mod with that campaign, it works with Default Data selection, upper right - main menu. I'm not very familiar with the new mod thing though. Here is another example: https://www.dropbox.com/s/b5h...
- Sat Feb 25, 2017 1:24 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: side1 reinforcements script
- Replies: 14
- Views: 5627
Re: side1 reinforcements script
It seems to have something to do with DATA\UI\BattlePop0.txt though I haven't gotten any image to load. The Tutorial campaign had this. EDIT: I added the image I wanted to: MYCAMPAIGN\DATA\UI\TEXTURES and renamed it: British_tanker_head.TGA It works! I'm doing something wrong trying to swap it in th...
- Thu Feb 23, 2017 10:43 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: side1 reinforcements script
- Replies: 14
- Views: 5627
Re: side1 reinforcements script
To change the icon you put an encoded string into the imageTags in a call to: //show the UI object screen, setting up with text of the form textTag_objName for each object. Image tags are 1 or more obj:file pairs seperated by a $ ShowUIScreen(screenName, animName, textTag, [imageTags]) That is what...
- Thu Feb 23, 2017 4:18 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: side1 reinforcements script
- Replies: 14
- Views: 5627
Re: side1 reinforcements script
That is output from the Reinforcemnts0.BSF the Editor generates when you add text to a reinforcement group, and then export that with the Advanced option in the Reinforcement Tool Window. In-game the pop-up has the "no image" default where it looks like it would take a unit icon from: _\Wa...
- Thu Feb 23, 2017 2:03 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: side1 reinforcements script
- Replies: 14
- Views: 5627
Re: side1 reinforcements script
Anyone figure out how to set the Battle popup image? I put icons in the campaign folder as shown in the file-tree wiki example. AddVizFunctionCall("GetHeadImage", 0, "BP0Image:", 13) ShowUIScreenToSide("BattlePop0", "Anim1", "IDS_AUTO_REINF_0", GetWo...
- Wed Feb 22, 2017 3:18 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: side1 reinforcements script
- Replies: 14
- Views: 5627
Re: side1 reinforcements script
Not sure about Orks. for(i=0; i<GetUnitCount(1); i++) { id = GetUnitID(0, i) ; SetupStartAbilities(id, 0); } id = PlaceUnit(25, 32, 2, 0, 0, "IMPERIAL_FIST_ASSAULT") SetupStartAbilities(id, 0) id = PlaceUnit(24, 33, 2, 0, 0, "RED_WOLVES_FLAMER") SetupStartAbilities(id, 0) id = Pl...
- Wed Feb 22, 2017 4:01 am
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: Custom Campaigns v1.0.12 Beta
- Replies: 21
- Views: 10915
Re: Custom Campaign v1.0.11 Beta
This means the string being passed in is empty, which 'turns off' the custom textures. Yeah I figured something was up when I couldn't change the path to set different textures like that. It can be done in the editor. The sounds could be in the Move.BSF, Soundfile.BSF. I'm still not sure what is up...
- Tue Feb 21, 2017 10:14 pm
- Forum: Sanctus Reach Mods and Scenario Design
- Topic: side1 reinforcements script
- Replies: 14
- Views: 5627
Re: side1 reinforcements script
Each group needs a reinforcement .bsf file exported from the editor. Orks (Goffs) are Side 1 and the Space Wolves are side 0. I am not sure if the reinforcement groups are unique or not; can Side 1 and Side 0 both have a Group 1? I'd say have unique group numbering for Side 1 and Side 0: Only one Gr...