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Re: Editor's Technical Questions

Posted: Mon Nov 22, 2021 3:05 pm
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 ?

Re: Editor's Technical Questions

Posted: Tue Nov 23, 2021 8:57 am
by terminator
Have you noticed this ?

Removing Bridge(1).jpg
Removing Bridge(1).jpg (168.91 KiB) Viewed 1224 times

Removing Bridge(2).JPG
Removing Bridge(2).JPG (100.68 KiB) Viewed 1224 times

Re: Editor's Technical Questions

Posted: Tue Nov 23, 2021 3:16 pm
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 !

Re: Editor's Technical Questions

Posted: Wed Nov 24, 2021 11:44 am
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 :-/

Re: Editor's Technical Questions

Posted: Thu Nov 25, 2021 5:18 am
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...

Re: Editor's Technical Questions

Posted: Thu Nov 25, 2021 6:15 am
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.

Re: Editor's Technical Questions

Posted: Thu Nov 25, 2021 7:21 am
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
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Re: Editor's Technical Questions

Posted: Mon Nov 29, 2021 9:28 pm
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 ?

Re: Editor's Technical Questions

Posted: Tue Nov 30, 2021 7:05 am
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:

Re: Editor's Technical Questions

Posted: Tue Nov 30, 2021 10:01 am
by Ainkatsiss
For now, i've mixed some triggers and Patrol mod, i will need more practice to master it !

Re: Editor's Technical Questions

Posted: Tue Nov 30, 2021 10:14 am
by terminator
I’ve seen in PzC2 & OoBWWII that reduced units continue to attack by somehow making suicide attacks because of the attacking AI.