Switch button

A forum to discuss custom scenarios, campaigns and modding in general.

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Ballermann
Sergeant First Class - Panzer IIIL
Sergeant First Class - Panzer IIIL
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Re: Switch button

Post by Ballermann »

Btw:
I think the animations "BomberAttack" and "StukaAttack" are made by DMP...
Sorry, for my bad school english...
phcas
Lieutenant-General - Do 217E
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Re: Switch button

Post by phcas »

Thats correct it's from a DMP mod.
iceFlame
Staff Sergeant - Kavallerie
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Re: Switch button

Post by iceFlame »

phcas wrote:Copy this files in your Graphics/Animations map and you will see the bombs fall.
Bombs away! And thanks for sharing. :)
Image
Go deep here: slitherine.com/forum/viewtopic.php?f=147&t=49469
phcas
Lieutenant-General - Do 217E
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Re: Switch button

Post by phcas »

New HQ try (with radio tower)
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Razz1
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Re: Switch button

Post by Razz1 »

A player has great advantage against the AI. It is very very weak.

Best off making the unit with range 4 spotting and make the truck range 6 for movement.
phcas
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Re: Switch button

Post by phcas »

Seaplane question

I made a seaplane. With the switchbutton it can land on water (that will change the Tact.bomber into a ship with a movement of 0)

Now it can refuel an be repaired in a habor!

There is one problem, it can land (as a ship) on land also. Any idea's?
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Andor66
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 41
Joined: Fri Jan 10, 2014 9:39 am

Re: Switch button

Post by Andor66 »

First of all: nice idea and a very nice Icon!
Regarding the Problem of a "landed ship", would You Share the Unit stats from the Equipment file to be messend about with?! At the Moment I don't have any clue to fix it., but let's see.
phcas
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Re: Switch button

Post by phcas »

Flying / Landed Bv-138
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phcas
Lieutenant-General - Do 217E
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Re: Switch button

Post by phcas »

Hs-123 Dive Bomber
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Hs-123 Dive.png
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Andor66
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Re: Switch button

Post by Andor66 »

Hmm...would it be to much if I call it awesome!?
phcas
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Re: Switch button

Post by phcas »

Arado Ar-196
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GaryChildress
Sergeant - Panzer IIC
Sergeant - Panzer IIC
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Joined: Tue Oct 07, 2008 12:07 am

Re: Switch button

Post by GaryChildress »

LuftWFJ44 wrote:Good idea.

Another excellent feature is the transport cathegory restriction. This allows for some nice details as well:
SdKfz_251-1_pz.png
The SPW 251/1 serving as transport to Schützen or Panzergrenadiere with better fighting stats, restricted to the armored infantry only.
SdKfz_251-16.png
...and my favorite: SPW 251/16, transport for armored infantry or engineers, armed with two flamethrowers (with modified Flammpanzer II animation).

The switch button does not work for the transport class however.
How do you restrict certain infantry units to certain transports? I'd like to make PZ Grenadiers use only the 251 and regular infantry only use the Opel Blitz. Is there a way to do this?
Andor66
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Re: Switch button

Post by Andor66 »

@GaryChildress: You can link units to defined Transports by creating new transport types in the column "transport category" in the equip-file. The units that should use this Transport will get this new category under "usable transports". In Your case for example name the 251 as "Schützenpanzer" in the transport category, then take the Grenadiers and replace "land" by "Schützenpanzer" in the "usable transports" Array.
As this transport task can be a little bit tricky, You should also read the "Land transport Problem" thread - and as an example You could have a Look on the 8,8 flak and the corresponding SdKfz 7 from the vanilla equip-file
Andor66
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
Posts: 41
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Re: Switch button

Post by Andor66 »

Maybe this will be a little bit off-topic, but I thought it would be better placed here (due to parts of the discussion) but in a new thread:
I failed to find a mechanism how units can influence (improve and/or deteriorate) the stats of adjacent units. This could be interesting when thinking about the sense and use of units like HQ's or hospitals. I thought I've something about, but I could not find the corresponding threads, so help would be welcome
BiteNibbleChomp
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Re: Switch button

Post by BiteNibbleChomp »

Andor66 wrote:Maybe this will be a little bit off-topic, but I thought it would be better placed here (due to parts of the discussion) but in a new thread:
I failed to find a mechanism how units can influence (improve and/or deteriorate) the stats of adjacent units. This could be interesting when thinking about the sense and use of units like HQ's or hospitals. I thought I've something about, but I could not find the corresponding threads, so help would be welcome
The way I'm doing HQs in The Path to Rearmament is with a huge list of events in the scripts of the scenarios.

eg:
If Axis units =1 or more (with name "... HQ"), in Zone 1 + 50% dice roll successful = all units in zone 1 = +1 strength.
" " " " " " Zone 2 " " " " " zone 2 " "

etc.

I'm not using any traits or anything - it has to be embedded in the scenario.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Andor66
Corporal - 5 cm Pak 38
Corporal - 5 cm Pak 38
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Re: Switch button

Post by Andor66 »

Thanks BNC. This will work as I see - but its a hell of work to modify all DLC scenarios this way. On the other hand - I asked for it :-)
BiteNibbleChomp
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Re: Switch button

Post by BiteNibbleChomp »

Andor66 wrote:Thanks BNC. This will work as I see - but its a hell of work to modify all DLC scenarios this way. On the other hand - I asked for it :-)
Ultimeately yes, you did choose it. Maybe only set it up for the vanilla campaign? I remember having to remake the first part of GC14 with the new unit set. It can be annoying, but in the end you just get used to "Open scenario, edit script, change xxx to yyy, Save, Save scenario ,repeat" - and this isn't very hard.

- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
phcas
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Re: Switch button

Post by phcas »

Barrage Balloon (in switch position a tac.bomber with no movement or def/att)
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