Gunboat as a mortar warship (for shore bombardment)

Modders can post their questions on scripting and more.

Moderators: Slitherine Core, BA Moderators

Post Reply
GottaLove88s
Lieutenant-General - Do 217E
Lieutenant-General - Do 217E
Posts: 3151
Joined: Fri Apr 06, 2012 6:18 pm
Location: Palau

Gunboat as a mortar warship (for shore bombardment)

Post by GottaLove88s »

Guys,

I'm attempting to reconfigure the MGB (Motor Gun Boat) as a mortar boat, to simulate targeted shore bombardment from a friendly destroyer.

Intriguingly, changing the animation and sound settings in squads.csv has no effect on the animation actions of the MGB or the Fairmile B. Does BA ignore squads.csv and pick up everything from MGB.TXT instead? Or from somewhere else?

If I want to change the fire sound/animation to something more appropriate for mortar fire, should I just delete the [FIRE00] and [MGFIRE00] code, and replace with the [BOMBARD00] code from say, French mortar? All attached below.

How do I enable this new mortar boat to be able to take more than one bombard shot per turn?

Is there a way to enhance the effect of the bombardment (to twice as powerful as a regular mortar)?

Thanks!
:mrgreen:

MGB.TXT

[FIRE00]
FRM 0 20
FX 1 12
SFX 1 52
CALL 5 1 2
CALL 8 1 2
CALL 11 1 2
CALL 14 1 2
[MGFIRE00]
FRM 0 20
FX 2 1
FX 12 0
SFX 0 30 120 121
SFX 12 40
CALL 5 1 1
CALL 8 1 1
CALL 11 1 1
CALL 14 1 1
[MOVE00]
FRM 25 55
FX 0 2
FX 0 3
AMBIENT 19
[MOVE01]
FRM 60 80
FX 0 2
FX 0 3
AMBIENT 19
[MOVE02]
FRM 85 100
FX 0 2
FX 0 3
AMBIENT 19
[WAIT00]
FRM 180 230
[WAIT01]
FRM 235 280
[WAIT02]
FRM 285 335
[WAIT03]
FRM 340 390
[DIE00]
FRM 150 160
FX 0 4
DIETEX 0
[DIE01]
FRM 165 175
FX 0 5
DIETEX 0


FAIRMILE B

[FIRE00]
FRM 0 20
FX 0 0
SFX 1 42
CALL 2 0 2
[MGFIRE00]
FRM 0 20
FX 2 1
FX 12 0
SFX 0 31 122 123
SFX 12 42
CALL 2 0 2
CALL 6 1 2
CALL 9 1 2
CALL 11 1 2
[MOVE00]
FRM 25 55
FX 0 2
FX 0 3
AMBIENT 19
[MOVE01]
FRM 60 80
FX 0 2
FX 0 3
AMBIENT 19
[MOVE02]
FRM 85 100
FX 0 2
FX 0 3
AMBIENT 19
[WAIT00]
FRM 105 120
[WAIT01]
FRM 125 145
[WAIT02]
FRM 180 220
[WAIT03]
FRM 225 280
[WAIT04]
FRM 285 335
[WAIT05]
FRM 340 415
[DIE00]
FRM 150 160
FX 0 4
DIETEX 0
[DIE01]
FRM 165 175
FX 0 5
DIETEX 0


FRENCH MORTAR

[FIRE00]
FRM 105 144
FX 21 0
SFX 20 35 130 131
[MOVE00]
FRM 0 11
AMBIENT 9 10
[WAIT00]
FRM 0 39
[WAIT01]
FRM 45 64
[WAIT02]
FRM 70 99
[DIE00]
FRM 150 175
[DIE01]
FRM 180 199
[DIE02]
FRM 205 218
[BOMBARD00]
FRM 105 144
FX 21 0
SFX 20 35 130 131
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
pipfromslitherine
Site Admin
Site Admin
Posts: 9898
Joined: Wed Mar 23, 2005 10:35 pm

Re: Gunboat as a mortar warship (for shore bombardment)

Post by pipfromslitherine »

It's definitely possible that the squads file data is now redundant. The txt files which go with the assets are indeed all about animations, sfx, and particle fx - the squads file would be the place to alter damage and so on.

Cheers

Pip
Post Reply

Return to “Battle Academy : Modders Corner ”