Editor's Technical Questions

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

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

Ainkatsiss
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 66
Joined: Thu Apr 15, 2021 11:41 am

Re: Editor's Technical Questions

Post by Ainkatsiss »

As we're waiting for captainjack ;-), i've a new question:

How exactly work the theatre value in the equip file ? 234 mean i can only by the unit in 2nd, 3rd and 4th theatre ?
https://www.twitch.tv/ainkatsiss
https://www.youtube.com/channel/UCRH5W5mKN6Ds___bnsxYyzg
terminator
Field Marshal - Elefant
Field Marshal - Elefant
Posts: 5953
Joined: Mon Aug 15, 2011 12:48 pm
Location: the land of freedom

Re: Editor's Technical Questions

Post by terminator »

Have you noticed this ?

Removing Bridge(1).jpg
Removing Bridge(1).jpg (168.91 KiB) Viewed 1090 times

Removing Bridge(2).JPG
Removing Bridge(2).JPG (100.68 KiB) Viewed 1090 times
Ainkatsiss
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 66
Joined: Thu Apr 15, 2021 11:41 am

Re: Editor's Technical Questions

Post by Ainkatsiss »

terminator wrote: Tue Nov 23, 2021 8:57 am Have you noticed this ?
To be honest, no. But in the tests i've done, i tested similar things. But i will give it another try !
https://www.twitch.tv/ainkatsiss
https://www.youtube.com/channel/UCRH5W5mKN6Ds___bnsxYyzg
Ainkatsiss
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 66
Joined: Thu Apr 15, 2021 11:41 am

Re: Editor's Technical Questions

Post by Ainkatsiss »

I went for a different solution, so i'll stop spending my time on this, even if it's frustrating ^^

I have another problem. It seems that i can't have a efx file in my Mods setup which could overwrite the vanilla one when playing the campaign. This means that i have no others option than using the GME mod enabler ? It's strange to be able to add new graphics, but not to be able to giv'em sounds and animation :-/
https://www.twitch.tv/ainkatsiss
https://www.youtube.com/channel/UCRH5W5mKN6Ds___bnsxYyzg
terminator
Field Marshal - Elefant
Field Marshal - Elefant
Posts: 5953
Joined: Mon Aug 15, 2011 12:48 pm
Location: the land of freedom

Re: Editor's Technical Questions

Post by terminator »

Ainkatsiss wrote: Wed Nov 24, 2021 11:44 am I went for a different solution, so i'll stop spending my time on this, even if it's frustrating ^^
Tell me which bridges you’d like to blow up so I can try to see...
Ainkatsiss
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 66
Joined: Thu Apr 15, 2021 11:41 am

Re: Editor's Technical Questions

Post by Ainkatsiss »

terminator wrote: Thu Nov 25, 2021 5:18 am Tell me which bridges you’d like to blow up so I can try to see...
If you download my scenarios (in the French Grand Camapaign topic), you will see in the second one.

I'm surprised that nobody already tried something like this. Destroying bridges was very often tried in WW2.
https://www.twitch.tv/ainkatsiss
https://www.youtube.com/channel/UCRH5W5mKN6Ds___bnsxYyzg
terminator
Field Marshal - Elefant
Field Marshal - Elefant
Posts: 5953
Joined: Mon Aug 15, 2011 12:48 pm
Location: the land of freedom

Re: Editor's Technical Questions

Post by terminator »

Ainkatsiss wrote: Thu Nov 25, 2021 6:15 am I'm surprised that nobody already tried something like this. Destroying bridges was very often tried in WW2.
The Hex Action functionality only appeared from version 1.20 in PanzerCorps.

Bridges are often destroyed in the game OoBWWII :

Bridges.jpg
Bridges.jpg (697.28 KiB) Viewed 1014 times
Ainkatsiss
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 66
Joined: Thu Apr 15, 2021 11:41 am

Re: Editor's Technical Questions

Post by Ainkatsiss »

I'm back with another problem ! ;-)

I'm working on a scenario where i can make the AI attack, and i don't know why. The AI has plenty unit far from the frontline, but don't even move them. Putting them as "attacker" don't change anything. Any advice ?
https://www.twitch.tv/ainkatsiss
https://www.youtube.com/channel/UCRH5W5mKN6Ds___bnsxYyzg
terminator
Field Marshal - Elefant
Field Marshal - Elefant
Posts: 5953
Joined: Mon Aug 15, 2011 12:48 pm
Location: the land of freedom

Re: Editor's Technical Questions

Post by terminator »

Ainkatsiss wrote: Mon Nov 29, 2021 9:28 pm I'm back with another problem ! ;-)

I'm working on a scenario where i can make the AI attack, and i don't know why. The AI has plenty unit far from the frontline, but don't even move them. Putting them as "attacker" don't change anything. Any advice ?
Programming the AI attack is I think the most difficult for any game, you should see in scenarios with the Editor how to do :idea:
Ainkatsiss
Corporal - Strongpoint
Corporal - Strongpoint
Posts: 66
Joined: Thu Apr 15, 2021 11:41 am

Re: Editor's Technical Questions

Post by Ainkatsiss »

For now, i've mixed some triggers and Patrol mod, i will need more practice to master it !
https://www.twitch.tv/ainkatsiss
https://www.youtube.com/channel/UCRH5W5mKN6Ds___bnsxYyzg
terminator
Field Marshal - Elefant
Field Marshal - Elefant
Posts: 5953
Joined: Mon Aug 15, 2011 12:48 pm
Location: the land of freedom

Re: Editor's Technical Questions

Post by terminator »

I’ve seen in PzC2 & OoBWWII that reduced units continue to attack by somehow making suicide attacks because of the attacking AI.
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