Page 2 of 2
Posted: Sat Mar 12, 2011 3:58 pm
by junk2drive
is to just disable the button (ret = -1).
I did this and the button is gray but still says ready. I didn't try it to see if it would do another drop. The buttons above did work properly after this.
Posted: Sat Mar 12, 2011 6:28 pm
by Merr
junk2drive wrote: is to just disable the button (ret = -1).
I did this and the button is gray but still says ready. I didn't try it to see if it would do another drop. The buttons above did work properly after this.
That's fine, and it's normal. If you want to change what the Text displays you'll need to find in the script the conditional that prints "Ready" and create a condition for "Not Ready", or "Not Available", or whatever you want.
A good example of that would be my Commander Bonus script from TrackHit!.
Nice..very nice!!!
Posted: Fri Mar 18, 2011 8:42 pm
by Jonesy1760
I like everything I see here!!!!
Posted: Wed Mar 23, 2011 1:16 pm
by junk2drive
There is an error for attrib officer in the log. I don't find an attrib on your csv for officer but everything seems to work except after the landing the officers don't seem to do anything and at the start of each turn there are no text popups for anything.
Posted: Sat Mar 26, 2011 6:56 pm
by Merr
junk2drive wrote:There is an error for attrib officer in the log. I don't find an attrib on your csv for officer but everything seems to work except after the landing the officers don't seem to do anything and at the start of each turn there are no text popups for anything.
Those scripts are in the bonus scripts ... the "popup" are from the new modified "PlaceUnit" function.
I'm not looking at it now, but .... try going back to my original download, I think the only scripts are the bonus and the scenario scripts, but I'll need to look again.
Posted: Sat Mar 26, 2011 9:31 pm
by junk2drive
Also I am not hearing your sounds for chimes or flybys.
Posted: Sun Mar 27, 2011 11:59 am
by Merr
junk2drive wrote:Also I am not hearing your sounds for chimes or flybys.
The flybys, bells, and sirens are randomly generated from the StartTurn function in the scenario BSF. Find and change those values for more or less of a chance to hear them. I made them occur on side(0) turn.
Or ... are you telling me in your new scenario they aren't working?
Posted: Sun Mar 27, 2011 12:56 pm
by junk2drive
I didn't think about them being random. I normally have the sound low or off but yesterday I happened to have it louder and thought to test it in mine and yours.
Sometimes I think the game isn't using the second choice when a random is scripted. Banzai for example. Sometimes it plays and sometimes not. I think I'll remove the random and see what happens.
Posted: Sun Mar 27, 2011 1:14 pm
by Merr
Junk,
One thing I wanted to ask you .... What did you think of the ambient battle sounds replacing the music?
The db is set for a 50% music volume level.
I like the idea ... Music should only be at the beginning or ending, or perhaps for events. Battle sounds help emerse the player.
Posted: Sun Mar 27, 2011 1:28 pm
by junk2drive
I liked your background sounds but as I said I usually have sound off in games.
I used audacity to convert them to 22k mono in order to get the files size down. The flyby is still very large.
Posted: Sun Mar 27, 2011 3:21 pm
by Merr
junk2drive wrote:There is an error for attrib officer in the log. I don't find an attrib on your csv for officer but everything seems to work except after the landing the officers don't seem to do anything and at the start of each turn there are no text popups for anything.
Junk,
I still haven't looked, but the passive rally and officer stuff should be in the scenario BSF actually. I mentioned the modified "PlaceUnit" function because after the drama, the units are generated and then it runs through the script for disorganized, etc., but only when they are generated. The passive rally is a startturn or startturnpost function.
The passive rally is a modifed version of Amaris' code ... so, you have to include that stuff and make changes for your scenario because Amaris wrote that specifically for his scenario so it's not a universal script.
EDIT : .... The officer code might be pointing at the name of the unit ... There is no attribute in the csv. The "PlaceUnitDrop" (I think is the modified placeunit function) contains the code to assign the attribute to the officer unit after it's generated. The officer that's on the board already has this attrib given to him on the setup turn (either turn 1 or -1, I can't remember).
Posted: Sun Mar 27, 2011 8:04 pm
by Merr
Junk,
Ok ... For the officer attribute this it what I did ... Open the son_test.BSF ... Now, I editted out the other stuff, looks like this for clarity ...
Note ; The "addattrib" is normally writen in the INIT.BSF ... I added it twice, in my case, at turn -1, and when the troops were generated.
It's better to add them to the INIT file.
Code: Select all
FUNCTION StartTurn(side)
{
int i ;
int id ;
int j ;
if( GetTurn() == -1 )
{
AddAttrib("officer") ;
}
if (GetTurn() == -1)
{
for(i=0; i<GetSideCount(); i++)
{
for(j=0; j<GetUnitCount(i); j++)
{
id = GetUnitID(i, j) ;
if( (IsUnitType(id, "us_pco")==1) || (IsUnitType(id, "british_pco")==1) || (IsUnitType(id, "german_pco")==1) )
{
SetAttrib(id,"officer",1) ;
}
if( (IsUnitType(id, "us_pco")==1) || (IsUnitType(id, "british_pco")==1) )
{
SetUnitIconMask(id, 128) ;
}
}
}
}
}
Hope that explains it.
Re: 506th PIR drops @ DZ Charlie (slideshow)
Posted: Wed Apr 18, 2012 2:25 pm
by acarhj
I think this deserves to be "thread necro'd" because my jaw is still on the floor. Some of the best modding I have seen so far. Fabulous para-drop!