OK so I remember reading a request for this .. being able to place dead units on the map as decoration .. but now I come to answer I can't find the original post.
Anyway, I've just spoken to Rudankort and this came up .. its technically already possible and Kerensky has used it.
Basically you add the vehicle to the map, likely as an aux unit, and use a script to destroy it on scenario setup. Hopefully Kerensky can chime in with that.
Pat
PS. As an aside .. are you aware you can give settlements varying degrees of destruction? So you could get to Stalingrad after the Luftwaffes already finished its bombing .. just be wary of how much destruction you have .. the smoke and fire particles very quickly add up.
Adding dead tanks as set decoration ..
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Patrick Ward
- Slitherine

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Adding dead tanks as set decoration ..
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Pat a Pixel Pusher
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Pat a Pixel Pusher
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Re: Adding dead tanks as set decoration ..
Hi Pat, thx for that input.
The destruction of hexes is done by configure hexes/damage i guess. could u provide a list of the hexes affected by this setting?
sers,
thomas
The destruction of hexes is done by configure hexes/damage i guess. could u provide a list of the hexes affected by this setting?
sers,
thomas
Re: Adding dead tanks as set decoration ..
I haven't really been using that particular script for visual story telling. Dead units being created by triggers checking if a unit should or should not be participating in a battle is actually a by-product. But yes it definitely works if you want to litter the battlefield with unit husks for some narrative purpose.
It has limitations though. Any saving and loading of the scenario does not preserve dead unit hulks, so they will all be cleared out. If we wanted that kind of visual story telling, it might be important to have some way to preserve those units, otherwise the effect is totally lost.
Also, configuring a script to 'kill' a bunch of units is very complicated for your average user. A great simplification would be to have units set to '0' strength to die as the scenario starts to create these husks. It is trivially easy to reconfigure the strength value of a unit to 0, compared to the scripts necessary to create these husk units.
STRATEGIC WARNING: do not ever set your units to 0 strength. If you do, the game will create a living 0 strength unit, and attacking such a unit... causes the game to crash.
It has limitations though. Any saving and loading of the scenario does not preserve dead unit hulks, so they will all be cleared out. If we wanted that kind of visual story telling, it might be important to have some way to preserve those units, otherwise the effect is totally lost.
Also, configuring a script to 'kill' a bunch of units is very complicated for your average user. A great simplification would be to have units set to '0' strength to die as the scenario starts to create these husks. It is trivially easy to reconfigure the strength value of a unit to 0, compared to the scripts necessary to create these husk units.
STRATEGIC WARNING: do not ever set your units to 0 strength. If you do, the game will create a living 0 strength unit, and attacking such a unit... causes the game to crash.
Re: Adding dead tanks as set decoration ..
Did some1 say "Zombie-Tank-Camo" ?
No, ok im out again
No, ok im out again
Re: Adding dead tanks as set decoration ..
Since the husks are removed, maybe we can get an actual "unit" in the structure tab that is a destroyed tank. the model/grafics alrdy exists, creating the unit shouldnt be that big of a deal.
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Patrick Ward
- Slitherine

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- Joined: Thu Sep 04, 2014 2:49 pm
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Re: Adding dead tanks as set decoration ..
And have it change the model based on a dropdown selection of every vehicle in the game? Interesting. I can immediatly see hurdles but I'm not a coder. Throw it up on the feature requests thread.
Pat
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Pat a Pixel Pusher
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Pat a Pixel Pusher
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Re: Adding dead tanks as set decoration ..
i am not 100% certain but i don´t think that evry model in the game has it´s own husk, they are probably more generic. a dropdown menu is too much. when there is like 2-3 per mayor faction, a big tank, a small tank and a towed gun like AT or AA it should be enough to create a decent "battlefield aftermath". i am not sure if infantrie should be included, might be a little bit weird.Patrick Ward wrote: ↑Thu Mar 31, 2022 4:11 pm And have it change the model based on a dropdown selection of every vehicle in the game? Interesting. I can immediatly see hurdles but I'm not a coder. Throw it up on the feature requests thread.
"feature requests thread" which one is that? i only found this one "Ideas for Panzer Corps 2"
sers,
Thomas
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Patrick Ward
- Slitherine

- Posts: 1221
- Joined: Thu Sep 04, 2014 2:49 pm
- Location: A small island in the Outer Hebrides.
Re: Adding dead tanks as set decoration ..
Yeah the ideas thread.Grondel wrote: ↑Thu Mar 31, 2022 4:49 pmi am not 100% certain but i don´t think that evry model in the game has it´s own husk, they are probably more generic. a dropdown menu is too much. when there is like 2-3 per mayor faction, a big tank, a small tank and a towed gun like AT or AA it should be enough to create a decent "battlefield aftermath". i am not sure if infantrie should be included, might be a little bit weird.Patrick Ward wrote: ↑Thu Mar 31, 2022 4:11 pm And have it change the model based on a dropdown selection of every vehicle in the game? Interesting. I can immediatly see hurdles but I'm not a coder. Throw it up on the feature requests thread.
"feature requests thread" which one is that? i only found this one "Ideas for Panzer Corps 2"
sers,
Thomas
No. Having one or two generic models to stand in for every model type would only be half a feature and would quickly get jumped on on every forum because people know the models already exist.
There's no such thing as a 'husk' or dead model. It's just a regular model with a different material. Ultimately there's nothing special about them and you don't want to be wasting resources making new assets when they already exist.
Put it up in the Ideas thread. The clever coder bods might have mucher better ideas.
Pat
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Pat a Pixel Pusher
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Pat a Pixel Pusher
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