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Re: Saving Private Brian (WIP)

Posted: Tue Aug 14, 2012 5:53 pm
by pipfromslitherine
Added info on this stuff to the wiki in a new 'grabbag' page :)

http://www.slitherinebravo.net/GameWiki ... ing_ui_hot

Cheers

Pip

Re: Saving Private Brian (WIP)

Posted: Tue Aug 14, 2012 5:54 pm
by pipfromslitherine
rf900 wrote:Hum, so does the INTRO_NEUTRAL tag make the tick appear? I didn't know why sometimes it appear and sometimes not, and thought it was the camera movement but may try what you say.
I'm not sure what you mean. I don't recall such a tag :).

Cheers

Pip

Re: Saving Private Brian (WIP)

Posted: Tue Aug 14, 2012 7:11 pm
by rf900
In Mers quick battles there is a message that appears in the beginning that stay until you close it by clicking on a tick mark. I don't know how to make that kind of message, all of mine dissapears after some time:

ShowUIScreenX("BattleHead0", "Anim1", "IDS_SPBM1_BRIEF", "BHead0Image:US_infantry_head") ;
AddVizCamCenter(21, 29);
AddVizDelay(20);
ShowUIScreenX("BattleHead0", "Anim1", "IDS_SPBM1_START", "BHead0Image:US_infantry_head") ;

Re: Saving Private Brian (WIP)

Posted: Tue Aug 14, 2012 7:32 pm
by pipfromslitherine
You want to use the BattlePop0 rather than BattleHead0 UI control. You can check them out in DATA/UI. Battlehead is animated to open and then automatically close itself after about 4 seconds. BattlePop has the OK button. It works in the same way otherwise, but you will need to change the string constructs, and the BHEad0Image becomes BP0Image (for example).

Cheers

Pip

Re: Saving Private Brian (WIP)

Posted: Tue Sep 11, 2012 9:07 am
by rf900
I am getting close to finish with the campaign, but still have a couple of problems to solve. Apart from more playtesting.

One is setting the number of men in a squad to a desired number, I am using the DestroyUnit function but it seems to kill all men, need to understand better how the mask thing works:

Code: Select all

	nummiller = GetCampaignVar("millersquadnum");	
	killunits = 7- nummiller;
	if (nummiller !=0)	
	{   
			   for(k=0; k<killunits; k++)
					{					
						for(i=0;i<7;i++)
							{
								if(GetUnitManDead(GetGlobal("idmiller"), i) == 0)
								{
									mask = 1 << i ;									
									killMask = killMask | mask ;
									DestroyUnit(GetGlobal("idmiller"), killMask) ;							
								}		
							}						
					}		
	}

The other is AI movement, I have problems in several missions with AI units not moving. Within the same team some move and others not, also they are not very good at moving towards a target. Do they move better to a VP than to an AI point? Is there anything I can make so the follow a straighter path to their target? I have set multiple AI points so they can follow a path but still they don't seem to respond too well.

I will wait for v2.0.6 to see if they behave better but if not I would really need help with this.

Re: Saving Private Brian (WIP)

Posted: Tue Sep 11, 2012 12:50 pm
by morge4
I have the v1 of the campaign and enjoy it very much. When I get the detail map about the specific attack, all the boxes with detail about the victory flags are empty, no text? I will try and get ascreen shot of them for you.

Re: Saving Private Brian (WIP)

Posted: Tue Sep 11, 2012 2:22 pm
by rf900
Yes, I have that fix, want to sort some details to have a full playable version soon. In that version you will get a short briefing before the mission to sort of replace the missing texts on map.

Re: Saving Private Brian (WIP)

Posted: Tue Sep 11, 2012 5:55 pm
by morge4
ok, thx! And keep up the GREAT work!

Re: Saving Private Brian (WIP)

Posted: Tue Sep 18, 2012 6:30 am
by rf900
Well at least I fixed the code so that Millers unit number of men is transferred from mission to mission. Campaign variables are very powerful, I am using them also in another mission to give different benefits depending on the result of a specific mission.

Want to revise the first mission, playtest more the last one and it will be ready to go.

Here is the working code, really ugly, could be cleaned up but at least it works:

Code: Select all

nummiller = GetCampaignVar("millersquadnum");	
	killunits = 7- nummiller;
	k=0;
	if ((nummiller !=0) && (killunits >0))	
	{   
		for(i=0;i<7;i++)
			{			   
				if(GetUnitManDead(GetGlobal("idmiller"), i) == 0)
					{
						mask = 1 << i ;									
						killMask = killMask | mask ;										            DestroyUnit(GetGlobal("idmiller"),killMask);																		
							AddVizAnim(GetGlobal("idmiller"),"DIE", killMask) ;
							k = k+1;
							// drop out of loop
							if (k == killunits)
								{
								i=9;
								}
					}						
			}		
	}

Re: Saving Private Brian full playable campaign

Posted: Thu Sep 20, 2012 6:31 am
by rf900
Just put the link to the full playable campaign, looking forward for your feedback.

There may be some achievements not working and incorrect UI information. I would like also that you play the last mission as standalone as it is a bit different and harder.

Pip/Iain, I have trouble with AI movement in missions 5 and 6, not sure why some units do not seem to move correctly towards their points. Even been in same team as others that do. Hope you could take a look at it, thx.

Re: Saving Private Brian full playable campaign

Posted: Sat Sep 22, 2012 7:46 pm
by morge4
Found a few issues with the last scenario...when the armor arrives, a callopie is in the river and not-movable...

https://dl.dropbox.com/u/56952831/callopie.jpg

Stuka's attack the edge of the map outside the black/white area...

https://dl.dropbox.com/u/56952831/stuka_map_edge.jpg

And the End game page...

https://dl.dropbox.com/u/56952831/end_game.jpg

Overall a well put toghether campaign! thanks for all your effort!

Re: Saving Private Brian full playable campaign

Posted: Tue Sep 25, 2012 12:19 pm
by rf900
Thanks for the feedback morge4, that calliope tells me you played the campaign entirely :D

I have fixed those bugs and will put up a new version. In general did you think the missions were understandable, too easy, difficult?

Re: Saving Private Brian full playable campaign

Posted: Tue Sep 25, 2012 1:39 pm
by morge4
rf900 wrote:Thanks for the feedback morge4, that calliope tells me you played the campaign entirely :D

I have fixed those bugs and will put up a new version. In general did you think the missions were understandable, too easy, difficult?
Yes, I did play the full campaign.

Overall, I believe the campaign is fine, missions appear well defined and all seem balanced. Wold like to be able to deply my units in the last game. Trying to run AT guns all around the map to counter the attacks took a few turns. Only out of balance I thought was the Stuka's...they seemed to cvome in every other turn. Was able to shoot down quite a few and the others hitting the map edge (at least 4 times) it was manageable.

Thanks again for all your effort you put into this!

Re: Saving Private Brian full playable campaign

Posted: Wed Sep 26, 2012 6:26 pm
by rf900
Testing the campaign in beta 2.0.6, advanced AI is really much tougher. And I am glad to let you know that AI movement issues are now solved with this version.

Re: Saving Private Brian full playable campaign

Posted: Thu Sep 27, 2012 8:59 am
by rf900
Updated the version to fix bugs and introduce new code from v 2.0.6. If you play with the beta you will benefit from the AI improvements or just wait for it to be released.

Re: Saving Private Brian full playable campaign

Posted: Fri Sep 28, 2012 3:22 pm
by Brummbar44
Thanks for your efforts. Thought I would let you know, twice now I have made it to the Bridge scenario and have completed the tasks only to have the result a failure. Perhaps this is something you have already addressed in your update for v2.0.6?

Re: Saving Private Brian full playable campaign

Posted: Sat Sep 29, 2012 7:54 am
by rf900
Hum, seems strange, can you send me the savegame?

Did you saw on turn 25 one of these two messages?
IDS_SPBM6_END3_BHEAD0TEXT, "We did it, the enemy is retreating, thanks Miller you saved my life...",
IDS_SPBM6_END4_BHEAD0TEXT, "We did it, the enemy is retreating, farewell Miller you saved us...",

Re: Saving Private Brian full playable campaign

Posted: Sat Sep 29, 2012 11:47 pm
by Brummbar44
Sorry...I misunderstood the mission. I was playing the 'defend the bridge' scenario and didn't realize I had to capture the 'forest' objective in order to win. I replayed it and did so and sure enough, victory! Note; I didn't get the achievements for Miller or Brian's units even though I had the required number of men left.

Fun campaign though, thanks for the efforts! Much appreciated!

Re: Saving Private Brian full playable campaign

Posted: Sun Sep 30, 2012 7:39 am
by rf900
I see, will try to make that one more clear, as the objective changes mid mission with only a message.

Re: Saving Private Brian full playable campaign

Posted: Tue Nov 13, 2012 1:58 am
by chris234j
first thank you for making a download file for the ipad but when i try to download it in game an error message comes up saying error downloading 3159