Search found 21 matches

by ur1
Tue Mar 28, 2017 3:01 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Help with any questions
Replies: 13
Views: 6541

Re: Help with any questions

ok
by ur1
Sat Mar 25, 2017 12:04 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Help with any questions
Replies: 13
Views: 6541

Re: Help with any questions

I do not want to do just one thing. I want tutorials that explain to me how to do things and where are the limits in different aspects of the game. And from there let my imagination develop something interesting. Whenever I come up with any idea I should look at myriad of text documents to see if th...
by ur1
Fri Mar 24, 2017 8:36 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Help with any questions
Replies: 13
Views: 6541

Help with any questions

I think this is an interesting game.And it seems that many things can be modified to make it even more fun. My modding level is very basic and I would like to find examples within the game.Or find in the forums help from people with more experience than I. People who share what they know in a basic ...
by ur1
Fri Mar 10, 2017 7:15 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: vp & achievements
Replies: 3
Views: 3163

Re: vp & achievements

thanks. you are great!
by ur1
Fri Mar 10, 2017 10:11 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: vp & achievements
Replies: 3
Views: 3163

Re: vp & achievements

I did not discover penicillin with this. But some comment would be well ...
by ur1
Tue Mar 07, 2017 2:20 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: vp & achievements
Replies: 3
Views: 3163

vp & achievements

I finally got it. Thanks to Pip and Mophead for guiding me on it. And apologies for the language (English and computer). I use the google translator for this... Now when you conquer a specific vp. You can receive reinforcements. Or anything you can do if possible. This is a simple example with a dre...
by ur1
Tue Feb 28, 2017 12:36 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Custom Campaigns v1.0.12 Beta
Replies: 21
Views: 10872

Re: Custom Campaigns v1.0.12 Beta

I suspect it several times while working on the script.
The word "region" reminded me of the campaign map.I will try again later. My brain is short-circuited at the moment.
Thanks for the help
by ur1
Mon Feb 27, 2017 4:53 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Custom Campaigns v1.0.12 Beta
Replies: 21
Views: 10872

Re: Custom Campaigns v1.0.12 Beta

"vp1","vp2","vp3"...etc? I've made so many changes to the script that I do not know why it does not work 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 possibilit...
by ur1
Mon Feb 27, 2017 1:44 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Custom Campaigns v1.0.12 Beta
Replies: 21
Views: 10872

Re: Custom Campaigns v1.0.12 Beta

I thought about not putting turn number. Would appear when capture the victory point.
The dreadnought appears only as reinforcements and not as droppod to make it simpler for me. When it works I will add more things.
I recognize that my level is very basic
Thanks for the droppod script again!!
by ur1
Mon Feb 27, 2017 1:11 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: Custom Campaigns v1.0.12 Beta
Replies: 21
Views: 10872

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 ur1
Sun Feb 26, 2017 7:38 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: Custom Campaigns v1.0.12 Beta
Replies: 21
Views: 10872

Re: Custom Campaigns v1.0.12 Beta

Thank you! This will make the maps more fun.
Is it possible to have the reinforcements arrive after conquering a victory point or an achievement?Or an enemy counterattack. Or acquire an ability ...for example
by ur1
Wed Feb 22, 2017 11:38 am
Forum: Sanctus Reach Mods and Scenario Design
Topic: side1 reinforcements script
Replies: 14
Views: 5586

Re: side1 reinforcements script

I think 7 groups are allowed on each side.And can repeat numbering. I entered the information on the correct turn in the " mymap.BSF" file.And the map works perfectly. It is also important that the tile where the reinforcements arrive is empty on that turn.Or reinforcements will not appear...
by ur1
Tue Feb 21, 2017 9:34 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: side1 reinforcements script
Replies: 14
Views: 5586

Re: side1 reinforcements script

The error was in not deleting the units in the editor. The reinforcements on th "0" side did not give me that problem by not deleting them from the map.From there my mistake.Now the information appears in reinforcements.BSF. I can already enter the text in" My map.BSF".I do not k...
by ur1
Tue Feb 21, 2017 9:00 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: side1 reinforcements script
Replies: 14
Views: 5586

Re: side1 reinforcements script

No problem with the Side "0" "space wolves". The problem happens when I create the reinforcements for side 1. reinforcements.bsf: include "Functions.BSF" include "Helpers.BSF" FUNCTION StartTurn(side) { int id // ... // Autogenerated script for reinforcement g...
by ur1
Tue Feb 21, 2017 7:11 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: side1 reinforcements script
Replies: 14
Views: 5586

side1 reinforcements script

I have created a BSF.file for a map.Reinforcements for sw arrive without problems. But when I export the file in the editor for side 1.The file "reinforcements.bsf" appears only the turn they should arrive. But no text between brackets.What should I write in that space?And what should I do...
by ur1
Wed Feb 15, 2017 12:52 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: problem with tiles
Replies: 7
Views: 2588

Re: problem with tiles

I have created the necessary folders but I do not know how to create a tile now. I thought I would know how to do it but I'm a bit confused.
I will wait for someone to do some tutorial to not give more work.
thanks again!
by ur1
Tue Feb 14, 2017 1:35 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: problem with tiles
Replies: 7
Views: 2588

Re: problem with tiles

sorry. Started to change things without having read anything about the campaigns. Now I've created a new campaign. But I do not succeed in placing the tile folder in place. They do not appear later in the editor. Reading in the wiki I understand that I should go in the "my campaign" folder...
by ur1
Sat Feb 11, 2017 12:53 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: rotate objects
Replies: 2
Views: 1265

Re: rotate objects

thanks!!
by ur1
Sat Feb 11, 2017 12:52 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: problem with tiles
Replies: 7
Views: 2588

Re: problem with tiles

I have opened with photoshop the tiles base7, control7, normal7 and spec7 and edited only Base7(I'm doing a paved road). Then rename all as base8,control8,normal8,spec8 and save. In the text document "tiles.txt".I have copy the "tile8" text and paste like "tile27" and c...
by ur1
Fri Feb 10, 2017 9:20 pm
Forum: Sanctus Reach Mods and Scenario Design
Topic: problem with tiles
Replies: 7
Views: 2588

problem with tiles

I have created some new tiles for imperial fortress and now they appear in substitution of the originals in the game.
I did not overwrite them. So I do not know why they appear...

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