506th PIR drops @ DZ Charlie (slideshow)

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Merr
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506th PIR drops @ DZ Charlie (slideshow)

Post by Merr »

September 17, 1944

(Models from Tim's Surplus Store ... Established 1966 ... Open 24/7 ) ... closed for TEA TIME

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MOD INCLUDES :
- ParaDrop Bonus ... drop your troops anywhere, random mix (can be modded).
- New Battle Sounds ... replaces battle music.
- New DC-3 (C47 Dakota) Sounds.
- New Siren Sounds.
- New Flak Sounds and effect.
- New Blown Bridges! (model and animation) ... better hurry ... Germans might blow the bridge(s). Won't be able to cross to capture other side.
- Random Enemy Skirmish Logic ... Plugin.

Coming Soon! (yeah ... like when?)

Merr
Last edited by Merr on Tue Jan 11, 2011 1:13 pm, edited 1 time in total.
pomakli
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WOW!

Post by pomakli »

HUT AB!
Merr
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Re: WOW!

Post by Merr »

Unit drop types are dependant on NATION selected in the Editor ... Want the British to land at Son?

New scenarios can be easily built for British, Canadian, and even German ... (Nation logic # based on PLUGIN).

Although for German .... I need a Junker JU-52 model ... http://www.warbirdalley.com/ju52.htm

Might be cool for a Crete Scenario.

merr
junk2drive
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Post by junk2drive »

Now we know why you have been so quiet lately.

What happens to the chute when the unit lands?
You can call me junk - and type that with one hand.
Merr
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Post by Merr »

junk2drive wrote: What happens to the chute when the unit lands?
Nothing at the moment ... they just float down into the ground ... After that (when the drama ends), the units appear and it will check every unit's morale/disorganized/shots/ap/leader stuff.

I'm going to make some new tiles that have "chute debris"... so when the units are generated they'll discard the chutes. Just eye candy stuff. I haven't even written that script or drawn the tiles yet (since I'll have to make a completely new tile set with the chutes on them).

merr
junk2drive
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Post by junk2drive »

I don't see any units where the chutes seem to land and disappear.
You can call me junk - and type that with one hand.
Merr
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Post by Merr »

junk2drive wrote:I don't see any units where the chutes seem to land and disappear.
I was demonstrating the "drama" part ...

Units don't appear when it lands ... I've tested that ... it's possible, but the way that the "AddViz" works (and looping stuff, and function calls), they have to drop peicemeal ... which takes forever and ruins the drama.
That way of dropping units was in my 1st version ... Each unit took 4 seconds to land ... multiply that by 24 ... well, the C47's already flew over and probably returned back to England before the last man hit the ground!

All of units appear after everyone lands ... hence, "After the drama ends ..."

merr

EDIT ... Probably the ONLY way to drop a unit and land it (all at once)... would have to create (or add) animation to the "US_airborne" unit, then call that animation. Basically, the unit is "added" to the game the moment they fling out of the plane ... instead of afterwards.
Merr
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Post by Merr »

Drama @ Son ...

AB Officer approaches Bridge ... Note cursor ToolTip reads ROADs under bridge...(ParaDrop Bonus button visible too!)
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Next Turn ... Bridge begins to BLOW !
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Bridge Blowing UP !
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AfterMath ... Note cursor ToolTip reads WATER now
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Hmm ... I wonder if I should add "Bridge Repair" to Engineers ...

Merr
TopoSolitario
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Post by TopoSolitario »

Really nice paradrop!

Drama is more than enough... I think that if you go for a "paradrop" animatio for each soldier... you can have 5 extremely close to each other chutes! :D
pipfromslitherine
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Post by pipfromslitherine »

That's just deeply deeply cool :)

Cheers

Pip
junk2drive
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Post by junk2drive »

Trying to understand your ParaDrop.bsf

You have this section repeated 3 times


for(j=0;j<GetBonusValue("BombCount", GetCurrentSide(), name);j++)

I can't see the difference in the 3 sections.

I want Japan side 0, country 8
You can call me junk - and type that with one hand.
junk2drive
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Post by junk2drive »

I created a battle with Zero airstrike, G4M airstrike, rally bonus and paradrop.

After I used the paradrop the bonus icon disappears. Later I clicked on the rally and the marker was for paradrop. I clicked a unit and sure enough got another paradrop. Clicking the G4M above the rally icon gave me the rally marker. The Zero would not let me click it because it was waiting four turns to reuse.
You can call me junk - and type that with one hand.
Merr
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Post by Merr »

junk2drive wrote:Trying to understand your ParaDrop.bsf

You have this section repeated 3 times


for(j=0;j<GetBonusValue("BombCount", GetCurrentSide(), name);j++)

I can't see the difference in the 3 sections.

I want Japan side 0, country 8
I missed this post sorry ... did you sort it out?

It was repeated 3 times because I was running the 8x1, 3 times, at the same time ... Which means, a stick of 8 units dropped simultaniously 3 times.
Merr
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Post by Merr »

junk2drive wrote:I created a battle with Zero airstrike, G4M airstrike, rally bonus and paradrop.

After I used the paradrop the bonus icon disappears. Later I clicked on the rally and the marker was for paradrop. I clicked a unit and sure enough got another paradrop. Clicking the G4M above the rally icon gave me the rally marker. The Zero would not let me click it because it was waiting four turns to reuse.
Hmm, I'd have to see the files ... PM me ... sounds like you criss-crossed something, somewhere .... The markers might be sharing the same s4f name, maybe... or the code is sharing the same file name in the script.
junk2drive
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Post by junk2drive »

Yes I sorted out the 3 times thing in the other thread.

I'll take a look at things tonight.
You can call me junk - and type that with one hand.
Merr
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Post by Merr »

junk2drive wrote:I created a battle with Zero airstrike, G4M airstrike, rally bonus and paradrop.

After I used the paradrop the bonus icon disappears. Later I clicked on the rally and the marker was for paradrop. I clicked a unit and sure enough got another paradrop. Clicking the G4M above the rally icon gave me the rally marker. The Zero would not let me click it because it was waiting four turns to reuse.
Ok ... I had a look ... I think you found a genuine BA bug.

Here's the problem ... The ParaDrop bonus button is on the BOTTOM ... When you select it and drop the units it will be "not shown(ret = -2)", but actually it's still there and the other bonus' (above) drop down on top of each other and it get's screwed up because the bonus button "location" matches the prevous location.... Hence, the "rally" dropped on the ParaDrop's OLD location, taking it's charateristics, as well as the button above taking the button below it, etc, etc. Pretty much a domino effect.

So, here's a work around ... follow these steps ...

1. Open the P2.bam in the Editor and remove ALL the bonus', then save it.
2. Then select the bonus' again BUT select the ParaDrop bonus LAST ... this will place it at the very top of the order.

Now, when you use the ParaDrop, it will disappear and not effect the other bonus' below it.

I hope Pip is reading this :D
junk2drive
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Post by junk2drive »

Thanks for taking the time to figure it out. I don't suppose Pip ever planned on having disappearing bonuses.

I think I'm going to have to mod this to less units and no random for my battle.
You can call me junk - and type that with one hand.
Merr
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Post by Merr »

junk2drive wrote:Thanks for taking the time to figure it out. I don't suppose Pip ever planned on having disappearing bonuses.

I think I'm going to have to mod this to less units and no random for my battle.
Quite welcome!

Yeah ... Leave it us to screw it up :wink:

Sorry not to get back to you sooner ... It took some time troubleshooting.
pipfromslitherine
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Post by pipfromslitherine »

Hmmm - I will take a look. I don't think that I did expect bonuses to vanish, just to disable themselves, but I guess I should make it handle the case!

Cheers

Pip
Merr
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Post by Merr »

pipfromslitherine wrote:Hmmm - I will take a look. I don't think that I did expect bonuses to vanish, just to disable themselves, but I guess I should make it handle the case!

Cheers

Pip
Pip,

Ok ... cool ... you read the post :) ... But, please don't waste your time on this, I'm just glad you're aware of what's happening.
I have ideas about Reinforcement Bonus' so if I start working on the concept I'll simply disable the button instead of "not shown".

Another work around (for Junk) is to just disable the button (ret = -1).

Thnx!
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