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Re: Adding new functionality to engineers...?

Posted: Mon Mar 18, 2013 4:26 pm
by Amaris
I looked that: viewtopic.php?f=104&t=41428

And I'm progressing. :!:

Now the hedge is removed for both side! :P I'll see later in the walls.

But please don't laugh: it works only for the last hedge removed. :shock:
If two hedges or more are removed, only the last is removed in turn enemy...

:idea: Take one or two drinks :mrgreen:

Re: Adding new functionality to engineers...?

Posted: Mon Mar 18, 2013 4:39 pm
by GottaLove88s
C'est la vie... :lol:

Pip added a little more to that thread, which might clarify...?

Am on the road, but need to ping u an email about something, when I arrive.

Bon courage mon ami!

Re: Adding new functionality to engineers...?

Posted: Mon Mar 18, 2013 4:41 pm
by enric
This is a dejà vu.
viewtopic.php?f=104&t=39127#p366281

look at the last answer of Pip.

Re: Adding new functionality to engineers...?

Posted: Mon Mar 18, 2013 5:14 pm
by Amaris
enric wrote:This is a dejà vu.
viewtopic.php?f=104&t=39127#p366281

look at the last answer of Pip.
I just saw.
And I also just tested with your rhino script (we used two similar but different ways.) : same problem, only the last hedge is removed...

I'm looking for good volunteers to assemble a team.
To locate and capture Pip to make him confess everything on the MP mode and force to debug the universals variables. :P

Re: Adding new functionality to engineers...?

Posted: Mon Mar 18, 2013 5:37 pm
by enric
I'm looking for good volunteers to assemble a team.
To locate and capture Pip to make him confess everything on the MP mode and force to debug the universals variables.
Good idea!

On the Hedge, I've already solved the problem, it works fine, and be ready with the new version of BA.

Re: Adding new functionality to engineers...?

Posted: Mon Mar 18, 2013 5:47 pm
by GottaLove88s
Before we recruit a posse to lynch Pip (which I would generally discourage, at least until BA2 is published :mrgreen: )
Does the latest version of the Improved Engineers mod work EXCEPT for the "feature" of removing only one hedge per turn?

If yes, please can we release it to the Great Unwashed (ie. me n my GJS'44 mates)??? :D :D :D

The way I figure it, your wonderful new mod...

(i) can remove as much forest as we want, in two logical steps
(ii) can find paths through swamp (Remember Benouville, Mike? ;-))
(iii) can add and remove tank traps (Now get out of that, you evil Tiger, you!)
(iv) and can blow away one piece of hedgerow/stone wall per turn...

Given that, for example, our Carpiquet assault has 25 turns, that's upto 25 sections of hedgerow/wall that we couldn't demolish before... and totally worth having... I'll just have to sell it to the lads as a "feature" that's limited to only one piece of wall per turn, lol :lol:, until we can all see Enric's magic solution on March 20th...???

What do you reckon?

Thanks for your incredible work, Amaris... NICE

Re: Adding new functionality to engineers...?

Posted: Mon Mar 18, 2013 5:57 pm
by Amaris
DO IT!

Image
Image
Image

With 2.06 version. :P
Sysadmin for over 10 years, I always find a way. :mrgreen:

Re: Adding new functionality to engineers...?

Posted: Mon Mar 18, 2013 6:12 pm
by GottaLove88s
HEY!! I see three pieces of hedge missing... Permanently...

Did you just crack this???!!
:shock: 8)

Re: Adding new functionality to engineers...?

Posted: Mon Mar 18, 2013 6:13 pm
by GottaLove88s
Is it up on http://amaris-games.com/ba-amaris/improved-engineer/ yet... for us mere mortals to drop into our scenarios...?

Re: Adding new functionality to engineers...?

Posted: Mon Mar 18, 2013 6:15 pm
by GottaLove88s
Amaris wrote:DO IT!
Oui mon Capitaine...
Mais, on lynch Pip? Ou on deploy le mod?
:mrgreen:

Re: Adding new functionality to engineers...?

Posted: Tue Mar 19, 2013 6:33 am
by Amaris
Yes it's working for several hedge removal. :P
Ultimately it is the most simple (and most brutal) works best. :P



And no it is not already available. But very soon I promise.

I must see to remove any walls. Clean the code also (I had to try more than 10 methods yesterday there is a lot to remove.)

Then see:
GottaLove88s wrote:please add "Burn" to remove all Dune Grass, High Corn or Tall Corn objects from the square that the engineer is in...
High Corn or Tall Corn objects: I know what it is but Dune Grass? What you mean?

See if we need further special action?

Re: Adding new functionality to engineers...?

Posted: Tue Mar 19, 2013 6:52 am
by GottaLove88s
Dune Grass is in the Sealion Objects set... it's sort of like river reeds... Really useful at water or cliff edges, or as random wild grass in large field... It provides 35% cover and units inside can't be seen except by scouts/recon cars (essentially Dune Grass works like High Corn, but with the visual plus that it integrates better with river, marsh and cliff features... Am out so can't attach a screenshot. Will add one tonight...

THANKS A. Great job on the Improved Engineers upgrade. You should see the comments from the guys on the Normandy Ninjas and GJS'44 Campaign threads. They can't wait! :wink:

Re: Adding new functionality to engineers...?

Posted: Tue Mar 19, 2013 5:04 pm
by Amaris
I think about an important point of gameplay: the use of new features should trigger an opportunity shot if an enemy is into range.
Imagine a German soldier calmly waiting in his bunker. Suddenly the hedgerow in front explodes revealing an U.S. engineers squad. What would you do instead? :twisted:

Re: Adding new functionality to engineers...?

Posted: Tue Mar 19, 2013 5:22 pm
by Amaris
Done!
Too easy, adding:

Code: Select all

SetUnitForReaction(me);
And the enemy units in range will react to the special action, like cutting hedge, etc.

Re: Adding new functionality to engineers...?

Posted: Tue Mar 19, 2013 5:23 pm
by GottaLove88s
Good point. Enemies in range, with LOS and spare reaction shots leftover, should take a shot as normal... But please don't delay release for that, if it's difficult...? :mrgreen:

Re: Adding new functionality to engineers...?

Posted: Tue Mar 19, 2013 5:24 pm
by GottaLove88s
Hey A... Does that mean its uploaded and available now? GL88 equivalent of Are we there yet? Lol... ;-)

Re: Adding new functionality to engineers...?

Posted: Tue Mar 19, 2013 5:31 pm
by Amaris
Not yet! I always remove the wall under the hedge.
And add remove of High Corn, Tall Corn and Dune Gras.

For tonight if you're nice. Or tomorrow if I'm too tired. :P

Re: Adding new functionality to engineers...?

Posted: Tue Mar 19, 2013 6:13 pm
by Amaris
The new version(4) is available: http://amaris-games.com/ba-amaris/improved-engineer/

Summary:
- Add tank trap.
- Remove tank trap.
- Terraform: forest/tree -> mud -> open grass
- Cutting hedge with wall removal.
- Burn High Corn, Tall Corn and Dune Gras.

Enjoy!
I did some tests:
Image
But I do not guarantee that there are not bugs. :wink:

Re: Adding new functionality to engineers...?

Posted: Tue Mar 19, 2013 10:02 pm
by GottaLove88s
Amaris, NICE! Looks good to me... Hedgerow works really well now... :D

Two itsy witsy requests please...

Add Tank Traps needs to check that AP is base AP, ie. it has to be the engineer's first move to be permitted... At the moment, it's still allowing Add Tank Traps after other moves... if (GetAttrib(me, "AP") >= 8 )

The five other functions need to subtract 8 AP rather than set AP to zero (so that engineers can move 1 space after carrying out an improved action, otherwise they'll be stuck in a known location and blitzed by mortar fire).

I'm guessing it has something to do with this code...

Code: Select all

   AP = GetAttrib(me, "AP");
	AP = AP - 8;
	SetAttrib(me, "AP", AP);
Plus an int AP; higher up... but simply adding these generates an error for me... Hmmm?

Btw, I noticed that most of the int EffectY definitions lack semicolons... Is that ok? Or just me being picky, lol?

Really looking forward to adding this to GJS'44... and to NAM!! :mrgreen:

Re: Adding new functionality to engineers...?

Posted: Wed Mar 20, 2013 7:27 am
by Amaris
Sorry about this, I just understood the opposite of what was asked. :oops:

Don't' touch the code if you don't know what you do. :P

I'll put online a corrected version this afternoon (gmt+1).

I also thought to improve this mod: :idea: the use of certain demolition (cutting hedge, remove tank trap, perhaps the terraform too) action could consume satchel charge. :?:

Another point I will playing with bridges. :wink: