A few general design questions
Moderators: Slitherine Core, BA Moderators
Ok, in my scenario I have enabled mortar movement by switching its type to infantry and allowing it to move only 2 spaces per turn without a transport.
My question is, is it possible to use the 30 cal squads movement animation for the mortar team? I'm thinking the held 30 cal looks 'enough' like a packed up mortar since the animation only lasts a second or two.
Would this be ok do you think? If so, where do I change what animation that squad uses?
Thanks.
My question is, is it possible to use the 30 cal squads movement animation for the mortar team? I'm thinking the held 30 cal looks 'enough' like a packed up mortar since the animation only lasts a second or two.
Would this be ok do you think? If so, where do I change what animation that squad uses?
Thanks.
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Are there any German heads for use for onscreen messages, for example BHead0Image:pilot_head? The ones I've seen all seem to be US heads.
Also, in this bit of code:
Is there any way to have the ShowUIScreenX message and the camera centering to show only for side 0, maybe using the if(side == 0) command? If so, where would I plug it in to that code, exactly? Thank you!
Also, in this bit of code:
Code: Select all
if( (GetTurn() == 6) )
{
if(side == 0)
{
// AddUnit with more options : FUNCTION PlaceUnit(x, y, facing, side, team, type)
PlaceUnit(41, 17, 7, 0, 0, "US_truck") ;
PlaceUnit(63, 0, 8, 0, 0, "US_mortar") ;
PlaceUnit(41, 16, 7, 0, 0, "US_truck") ;
PlaceUnit(63, 1, 8, 0, 0, "US_mortar") ;
ShowUIScreenX( "BattleHead0", "Anim1", "IDS_REINF2", "BHead0Image:pilot_head") ;
AddVizCamCenter(41, 17);
}
}
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Sounds dangerous, I think I'll skip it. It's not a huge deal anyway.
How about this, though: I'm having a problem with displaying 'objectives' in the upper left hand corner. I'd like it to say:
OBJECTIVE:(on its own line)
"Capture all VPs" (on its own line)
for the US side (side 0) and
OBJECTIVE:
"Defend all VPs"
for the German side (side 1). This is what I have so far, but I'm getting some graphical anomalies and I know it's because I'm not scripting it properly (obviously still learning). This is what I have so far:
What happens is whenever I mouse over a unit and where it can move, it prints its movement information on the same line as my "Capture all VPs" line and displaces it. And when I surrender the scenario, the text stretches across the screen and looks obviously buggy. I know this is a tedious question and I'm sorry, but any advice?
How about this, though: I'm having a problem with displaying 'objectives' in the upper left hand corner. I'd like it to say:
OBJECTIVE:(on its own line)
"Capture all VPs" (on its own line)
for the US side (side 0) and
OBJECTIVE:
"Defend all VPs"
for the German side (side 1). This is what I have so far, but I'm getting some graphical anomalies and I know it's because I'm not scripting it properly (obviously still learning). This is what I have so far:
Code: Select all
// this callback allows us to display any misc data we want on the screen
FUNCTION DrawScenarioUI()
{
// only draw in our turn
if( GetCurrentSide() == 0 )
{
// add our kill count to the string
PrintString("US_OBJ") ;
// now render the string to the screen, remembering that all coordinates
// are based on a nominal 1024x768 screen size.
RenderString(12, 90, 5, "fffee37c", "ff000000") ;
}
if( GetCurrentSide() == 1 )
{
// add our kill count to the string
PrintString("GER_OBJ") ;
// now render the string to the screen, remembering that all coordinates
// are based on a nominal 1024x768 screen size.
RenderString(12, 90, 5, "fffee37c", "ff000000") ;
}
}
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