How exactly work the theatre value in the equip file ? 234 mean i can only by the unit in 2nd, 3rd and 4th theatre ?
Editor's Technical Questions
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
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Ainkatsiss
- Corporal - Strongpoint

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Re: Editor's Technical Questions
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 ?
How exactly work the theatre value in the equip file ? 234 mean i can only by the unit in 2nd, 3rd and 4th theatre ?
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terminator
- Field Marshal - Gustav

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Re: Editor's Technical Questions
Have you noticed this ?
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Ainkatsiss
- Corporal - Strongpoint

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Re: Editor's Technical Questions
To be honest, no. But in the tests i've done, i tested similar things. But i will give it another try !
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Ainkatsiss
- Corporal - Strongpoint

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Re: Editor's Technical Questions
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 :-/
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 :-/
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terminator
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Re: Editor's Technical Questions
Tell me which bridges you’d like to blow up so I can try to see...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 ^^
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Ainkatsiss
- Corporal - Strongpoint

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Re: Editor's Technical Questions
If you download my scenarios (in the French Grand Camapaign topic), you will see in the second one.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...
I'm surprised that nobody already tried something like this. Destroying bridges was very often tried in WW2.
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terminator
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Re: Editor's Technical Questions
The Hex Action functionality only appeared from version 1.20 in PanzerCorps.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.
Bridges are often destroyed in the game OoBWWII :
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Ainkatsiss
- Corporal - Strongpoint

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Re: Editor's Technical Questions
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 ?
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
https://www.youtube.com/channel/UCRH5W5mKN6Ds___bnsxYyzg
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terminator
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Re: Editor's Technical Questions
Programming the AI attack is I think the most difficult for any game, you should see in scenarios with the Editor how to doAinkatsiss 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 ?
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Ainkatsiss
- Corporal - Strongpoint

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Re: Editor's Technical Questions
For now, i've mixed some triggers and Patrol mod, i will need more practice to master it !
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terminator
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Re: Editor's Technical Questions
I’ve seen in PzC2 & OoBWWII that reduced units continue to attack by somehow making suicide attacks because of the attacking AI.