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Posted: Sun Jan 09, 2011 11:47 pm
by TopoSolitario
junk2drive wrote:In Data\UI\Textures is empty_icon.dds for use in making your icon.
Thank you Junk! I've updated the file with the selection icons :)

Get it here: http://www.megaupload.com/?d=6MJLEAJI

Posted: Mon Jan 10, 2011 12:25 am
by junk2drive
Great job. I only played to see one blown up. Lots of fun. Thanks for sharing.

Posted: Mon Jan 10, 2011 9:30 am
by TopoSolitario
junk2drive wrote:Great job. I only played to see one blown up. Lots of fun. Thanks for sharing.
XD, I've to use [dead02] for a "turn to pieces body but legs remain the same" quick animation... :p

I've hand redrawn the campaign icon... compare differences:

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Posted: Mon Jan 10, 2011 9:50 am
by IainMcNeil
This is really cool - I hope you manage to complete it!

Posted: Mon Jan 10, 2011 12:38 pm
by TopoSolitario
I'm starting to tweak unit values... I'm getting nice results but I need some documantation about columns in squads.csv...
I searched the forum but didn't find nothing but scarce comments about an existing document... any helps? :) Thank you in advance.


That's becouse I'm starting to play with the Untotentruppen... first try was close to what I want, that is, a unit only capable of assaulting with a infinite (let's say 2000) morale value and with a new scripted cappability to regenerate themselves (self reviving 1 "man" for a little cost).
A first try was fun, but I've to refine unit values and learn basic game scripting.

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Posted: Mon Jan 10, 2011 12:53 pm
by IainMcNeil
If you look in the my docs\bbcba\autodocs folder it should tell you what ever stat in the squad file does.

Posted: Mon Jan 10, 2011 1:01 pm
by TopoSolitario
iainmcneil wrote:If you look in the my docs\bbcba\autodocs folder it should tell you what ever stat in the squad file does.
That's it! never noticed the autodocs folder, in other post I couldn't find the mention about where it is! :)

Thanks.

Posted: Mon Jan 10, 2011 1:34 pm
by PirateJock_Wargamer
Mechs and Zombies :shock: :shock: ... now that's going to hurt :twisted:

With the Autodoc file - Squaddefs.txt - that only covers some of the columns in the squads.csv file. Have you got the information you need or were there any of the other column headings you needed?

Cheers

Posted: Mon Jan 10, 2011 6:47 pm
by TopoSolitario
I've redone values for the Gehenpanzers and for the Untoten... zombies are working amazingly well indeed :D look at their morale ratings... out from hell! :D

But I've found another problem... with sounds! I want my monsters to say things like grrrr... nnnggg... or GÑÑAAAAJH, or even GEHIIIIRNNNN! (braiiins!) instead of "man down!", actually, my zombies speak in a perfect english! :D
I think I know how to inject new sounds and even catalogue them (just like sfx#.txt files) but I didnt find how to customize the voice group indicated in the squads.csv.
Any help out there? :)

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Posted: Mon Jan 10, 2011 7:38 pm
by junk2drive
I don't have time at the moment to remember what I did but look at my Pacific Campaign 3 and see what I did for the Banzai sound.

Posted: Mon Jan 10, 2011 9:58 pm
by pipfromslitherine
I think you are talking about changing the sound bank that these units units? You could do this by creating a new SFX file, (say SFX7.txt). You can then over-ride any of the sounds you like (I would suggest copying the SFX1.TXT file to start as this is the starting German sound bank). You then just need to alter the SoundBank field in the squads file to 7 and is should make that unit use the sounds if they are defined in SFX7.

Hope that makes sense :)

Cheers

Pip

Posted: Tue Jan 11, 2011 4:10 am
by Merr
Don't forget the classic ...

BRAINS !

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Reminds me of Silent Storm series ... a bit of sci-fi and ww2.

Posted: Tue Jan 11, 2011 10:25 am
by IainMcNeil
Zombies could respawn one of their casualties each turn until destroyed like the medic!

Posted: Tue Jan 11, 2011 10:49 am
by TopoSolitario
pipfromslitherine wrote:I think you are talking about changing the sound bank that these units units? You could do this by creating a new SFX file, (say SFX7.txt). You can then over-ride any of the sounds you like (I would suggest copying the SFX1.TXT file to start as this is the starting German sound bank). You then just need to alter the SoundBank field in the squads file to 7 and is should make that unit use the sounds if they are defined in SFX7.
So, can I create a new sfx7.txt and will it work asigning group 7 to the squads? I thought about that but as constants in the file look like this:

"FRA0021TargetEliminated 210"

I thought the FRA (in example) is hardcoded. If not, if I put for example ZOM0021TargetEliminated 300 will it work? are the first 3 characters at the beginning of the constant ignored? weird!
Merr wrote:Reminds me of Silent Storm series ... a bit of sci-fi and ww2.
I really love the Silent Storm series... (I was really into XCOM many many years ago) but the panzerkleins are really overpowered and out of theme... I competed the first game with a couple of laserrifels from xcom series (nice easteregg) and the usual ninja with katana...

Anyway, I really like Weird War II ambientation... german mechas are lovely in Dust Tactics or Gear Krieg.

For this module I want to create at least 3 types of german mechas and a couple of allied ones, Heavy armored (Jin roh) german infantry, untotentruppen (zombies) and some cool US troop like "rocket pioneers".
I thought it would be more difficult to mod the game... but actually the process is very straightforward (once you get it) and animating with MAX seems easier for this purposes than I thought.
iainmcneil wrote:Zombies could respawn one of their casualties each turn until destroyed like the medic!
It can be done... but actually, with 666 morale and being 8 for each squad... the little dead bastards are really hard to kill even if you don't get surprised close quarters... in the testing scenario 12 untotentruppen charge (clear terrain) vs. 6 entrenched rangers ariborne and regular infantry... Americans can (best case) manage to kill only 5 of the Z-squads...
But I agree... regenarion is sooo cool :D Maybe for "elite" zombies.

Posted: Tue Jan 11, 2011 11:07 am
by IainMcNeil
In the squads files you set the sound bank you want them to use so set teh zombies to sound bank 7. Create a sfx7 file and change the file names referred to there to anythign you like and zombies will use those sounds instead. Everything is customisable, absolutely everything :)

Posted: Tue Jan 11, 2011 11:31 am
by TopoSolitario
iainmcneil wrote:Absolutely everything :)
This game could fit almost any ambientation, for examle the Heavy Gear ambientation could fit in pretty well with not much work... the engine is powerfull and rule system is fresh enough, add an FX editor (for the laser beams) and you'll be done! :D


Another quick question, I'm somehow lost with the bombard system, for the Gehenpanzer I copied the calliope stats, but I can't figure out how to make a no reloading time bombard but with ammo limited to 3 salvoes total... is it possible with the stats?

Posted: Tue Jan 11, 2011 11:40 am
by Merr
TopoSolitario wrote:
Another quick question, I'm somehow lost with the bombard system, for the Gehenpanzer I copied the calliope stats, but I can't figure out how to make a no reloading time bombard but with ammo limited to 3 salvoes total... is it possible with the stats?
How I'd do it ...

You need to make another "bombard action_button script" ... then, assign Globals ... each time used, add/remove one Global value ... then, when Global reaches shot limit, remove button (value -2).

Posted: Tue Jan 11, 2011 11:47 am
by Merr
OR better yet ... several ways to do it ...

In CSV ... add new attribute ... RocketShots ... set to 3.
Set bombard (cooldown time) to 1 (once per turn).

Created new RocketBombard script that removes a RocketShot each time you fire. When Rocket ammo = 0, hide(-1) or disable button (-2).

Perhaps you can add a Reload Cooldown ... after all shots fired, auto reload after a few turns... Reloads all 3 shots.

Posted: Tue Jan 11, 2011 12:09 pm
by TopoSolitario
Ok, I'll try that... I want to tweak scripting soon, as I want the Walkers to be able to make an strafe movement, the GehenpanzerI has good front and lateral armor, but the back (with the huge engines) are really weak... talking about that, I really like when the engines start vibrating while the unit waits... :D

And another question (I never stop asking)...
assaults has no animation!
It is a really weird situation, both units going hand to hand, bullet to bullet, grenade to grenade... and no one moves... they just die! I probably will tweak Assault.BSF with an AddVizAnim for attacker and defender... it is a must have! The idea is to add something like this: AddVizAnim(unit,"FIRE", 255) in the propper place of the function.

Now the question is, if I create a new animation tag in the animation file for the unit called [ASSAULT] will it work if I add AddVizAnim(me, "ASSAULT", 255)? To work with current units I'll use "fire", but it is good to kown... as having some GI's charging with bayonets will be nice (or zombies advancing with open arms).

Another question is the 255 of the anim... what does it mean? in the docs it is said "the mask is the men affected (1 == man 0, 2 == man 1, etc) neg mask means play until you tell it play something else", so does 255 means animation for man 1, man 4 and man4? :s



Thanks in advance.

**** EDIT ****

Adding new columns to squads.csv! cool, like that I can store new variables used in scripts... I bet for that solution! :P

AH! SILLY ME! 255 = 1111 1111, which means the 8 possible soldiers per squad... 17 = 00010001 means soldier one and five... got it!

There are 10 kinds of people in the world... ones who read binary and ones who don't

Posted: Tue Jan 11, 2011 1:23 pm
by Merr
I think you have to make a CUSTOM TRIGGER for your assault, with the frames to call. Then, call this custom trigger in a script.

There is also another way to add attributes instead of adding them to the CSV ... Look at the INIT.bsf in (battle/scripts folder).

AddAtrrib("RocketShots") ;

This will add to every unit created, default appears to be a value of 0.

Then, follow with a conditional, set the value to 3 (salvos) for your mechs ... SetAttrib("RocketShots", 3) ;

merr