Search found 56 matches

by Mophead
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...
by Mophead
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"...
by Mophead
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.
by Mophead
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...
by Mophead
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.
pipfromslitherine wrote:OK - this version might be better

https://www.dropbox.com/s/3ccfrj3zgzia4 ... H.rar?dl=0

Cheers

Pip
You could adjust that to have no super heavies.
by Mophead
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!

AlbertoC wrote: VM's Gaming is the winner, with his Fallen Imperial City scenario! Congratulations!
Congrats, can't wait to play it!
by Mophead
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...
by Mophead
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 ...
by Mophead
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...
by Mophead
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...
by Mophead
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...
by Mophead
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.

Code: Select all

//returns the owner id of the given region [0,255]
RegionMapGetOwner(objectName, region)
If not that, a function to act as a trigger when the ownership or whatever changes.

I haven't done that yet.
by Mophead
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...
by Mophead
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...
by Mophead
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...
by Mophead
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...
by Mophead
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...
by Mophead
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...
by Mophead
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...
by Mophead
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...

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