Adding new functionality to engineers...?
Moderators: Slitherine Core, BA Moderators
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
What sounds are you using when the engineer removes the trees, hedgerow or tank traps?
Could you add an explosion sound and animation? To show demolition at work...
Also, it shouldn't come as a total surprise to the enemy...
What do you think?
Could you add an explosion sound and animation? To show demolition at work...
Also, it shouldn't come as a total surprise to the enemy...
What do you think?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
Amaris
- Captain - Heavy Cruiser

- Posts: 929
- Joined: Fri Jul 23, 2010 11:08 am
- Location: France
- Contact:
Re: Adding new functionality to engineers...?
Sorry to destroy a legend but I DON'T DRAW THIS AIRCRAFT ICONS! I stole them into the game War In The Pacific.GottaLove88s wrote:YAY!! You make awesome icons... I'm sure you can knock up a Tank Trap icon in your sleep! (remember, I've seen your aircraft icons from NAM! )
I try it. Without warranty.GottaLove88s wrote:Removing hedge immediately in front of the unit would toootally solve my problem...
“Take care, my friend; watch your six, and do one more roll… just for me.”
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
Ahem, let me rephrase then... You recreate awesome icons... Replication being one of the highest compliments, naturally! 
Guarantee not required. Believe me, if your code permits our Tourney guys to successfully remove hedge even 50% of the time, some of 'em would willingly mow your lawn, clean your car, heck, from the gripes I'm hearing, maybe even have your children... They're desperate, lol...
Guarantee not required. Believe me, if your code permits our Tourney guys to successfully remove hedge even 50% of the time, some of 'em would willingly mow your lawn, clean your car, heck, from the gripes I'm hearing, maybe even have your children... They're desperate, lol...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
But, no, recalling your previous requests... I don't believe that any are millionaires with a free iPad to give to you, lol (I will check tho!
)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
No pressure, monsieur, but I've advertised your exciting activities... viewtopic.php?f=115&t=39693&p=389136#p389136
We await with baited breath (hand grenades at the ready)
We await with baited breath (hand grenades at the ready)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
Amaris
- Captain - Heavy Cruiser

- Posts: 929
- Joined: Fri Jul 23, 2010 11:08 am
- Location: France
- Contact:
Re: Adding new functionality to engineers...?
Cut a hedge:




It does not work in the corners: The unit should be in front of the hedge to destroy.
It should also improve the script.
The GetUnitFacing() return the unit facing angle but returned values are not always the same for the same unit's orientation (0 or 16 for example)
That's all for today.




It does not work in the corners: The unit should be in front of the hedge to destroy.
It should also improve the script.
The GetUnitFacing() return the unit facing angle but returned values are not always the same for the same unit's orientation (0 or 16 for example)
That's all for today.
“Take care, my friend; watch your six, and do one more roll… just for me.”
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
May I have the code... SVP, SVP...??? 
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
Amaris
- Captain - Heavy Cruiser

- Posts: 929
- Joined: Fri Jul 23, 2010 11:08 am
- Location: France
- Contact:
Re: Adding new functionality to engineers...?
Alrights but this is the primitive test!
TERRAFORM.BSF:
TANKTRAP.BSF:
ADDTRAP.BSF
CUTHEDGEDROW.BSF:
TERRAFORM.BSF:
Code: Select all
FUNCTION ALL_TERRAFORM(me, tilex, tiley)
{
int tuilex;
int tuiley;
int id;
int count;
int object;
tuilex = GetUnitX(me);
tuiley = GetUnitY(me);
id = GetTileID("MoreTiles", "Tile1") ;
AddVizText(tuilex, tuiley, "IDS_TT_TERRAFORM", "ffffff");
PlaceTile(tuilex, tuiley, id, 0);
for (count = 100 ; count >= 0; count--)
{
object = GetTileObject(tuilex, tuiley, count);
//Log("Object:", object);
if (object != -1)
{
if (IsObjectName(object, "tree") == 1)
{
DeleteObject(object);
}
if (IsObjectName(object, "tree1") == 1)
{
DeleteObject(object);
}
if (IsObjectName(object, "tree2") == 1)
{
DeleteObject(object);
}
if (IsObjectName(object, "tree3") == 1)
{
DeleteObject(object);
}
if (IsObjectName(object, "tree4") == 1)
{
DeleteObject(object);
}
if (IsObjectName(object, "TREE_BLOCKING") == 1)
{
DeleteObject(object);
}
}
}
SetAttrib(me, "AP", 0);
}
FUNCTION CHECK_ALL_TERRAFORM(me, tilex, tiley)
{
int ret ;
int id;
int id2;
int id3;
int tuilex;
int tuiley;
ret = -2 ;
tuilex = GetUnitX(me);
tuiley = GetUnitY(me);
if ((tuilex == tilex) && (tuiley == tiley))
{
if ((IsUnitType(me, "us_engineer") == 1) && (IsUnitValid(me) == 1))
{
id = GetTileOnTile(0, tuilex, tuiley);
id2 = GetTileID("MoreTiles", "Tile8") ;
id3 = GetTileID("MoreTiles", "Tile9") ;
if ((id == id2) || (id == id3))
{
if (GetAttrib(me, "AP") == GetBaseAttrib(me, "AP"))
{
ret = 1;
}
}
}
}
return ret ;
}
FUNCTION UISETUP_ALL_TERRAFORM()
{
StartString() ;
PrintString("IDS_TT_TERRAFORM") ;
SetUITooltip();
SetUITexture("action_terraform", "ffffffff") ;
}
FUNCTION UIBUTTON_ALL_TERRAFORM(me, x,y,width, height, tilex, tiley)
{
//RenderVCenteredString(x,y,width,height,10,1,"ff000000") ;
}Code: Select all
FUNCTION ALL_TANKTRAP(me, tilex, tiley)
{
int count;
int object;
AddVizText(tilex, tiley, "IDS_TT_TANKTRAP", "ffffff");
for (count = 0 ; count < 100; count++)
{
object = GetTileObject(tilex, tiley, count);
if (IsObjectName(object, "TANKTRAPS") == 1)
{
DeleteObject(object);
count = 101;
}
}
SetAttrib(me, "AP", 0);
}
FUNCTION CHECK_ALL_TANKTRAP(me, tilex, tiley)
{
int ret ;
int tuilex;
int tuiley;
int object;
int count;
ret = -2 ;
tuilex = GetUnitX(me);
tuiley = GetUnitY(me);
if (GetDistanceBetweenTiles(tilex, tiley, tuilex, tuiley) > 1)
{
return ret;
}
if ((IsUnitType(me, "us_engineer") == 1) && (IsUnitValid(me) == 1))
{
for (count = 0 ; count < 100; count++)
{
object = GetTileObject(tilex, tiley, count);
if (object != -1)
{
if (IsObjectName(object, "TANKTRAPS") == 1)
{
if (GetAttrib(me, "AP") == GetBaseAttrib(me, "AP"))
{
ret = 1;
}
}
}
}
}
return ret ;
}
FUNCTION UISETUP_ALL_TANKTRAP()
{
StartString() ;
PrintString("IDS_TT_TANKTRAP") ;
SetUITooltip();
SetUITexture("action_tanktrap", "ffffffff") ;
}
FUNCTION UIBUTTON_ALL_TANKTRAP(me, x,y,width, height, tilex, tiley)
{
//RenderVCenteredString(x,y,width,height,10,1,"ff000000") ;
}Code: Select all
FUNCTION ALL_ADDTRAP(me, tilex, tiley)
{
int object;
int orientation;
int tuilex;
int tuiley;
tuilex = tilex * 100 ;
tuiley = tiley * 100 ;
tuilex = tuilex + 50;
tuiley = tuiley + 50;
AddVizText(tuilex, tuiley, "IDS_TT_ADDTANKTRAP", "ffffff");
object = PlaceObject(tuilex, tuiley, "Test", "TankTraps");
Log("Object:", object);
// orientation = GetObjectRotation(me);
// SetObjectRotation(object, 0) ;
SetAttrib(me, "AP", 0);
}
FUNCTION CHECK_ALL_ADDTRAP(me, tilex, tiley)
{
int ret ;
int tuilex;
int tuiley;
int object;
int count;
ret = -2 ;
tuilex = GetUnitX(me);
tuiley = GetUnitY(me);
if (GetDistanceBetweenTiles(tilex, tiley, tuilex, tuiley) > 1)
{
return ret;
}
if ((IsUnitType(me, "us_engineer") == 1) && (IsUnitValid(me) == 1))
{
ret = 1;
for (count = 0 ; count < 100; count++)
{
object = GetTileObject(tilex, tiley, count);
if (object != -1)
{
if (IsObjectName(object, "TANKTRAPS") == 1)
{
ret = -2;
}
}
}
}
return ret ;
}
FUNCTION UISETUP_ALL_ADDTRAP()
{
StartString() ;
PrintString("IDS_TT_ADDTANKTRAP") ;
SetUITooltip();
SetUITexture("action_tanktrap", "ffffffff") ;
}
FUNCTION UIBUTTON_ALL_ADDTRAP(me, x,y,width, height, tilex, tiley)
{
//RenderVCenteredString(x,y,width,height,10,1,"ff000000") ;
}Code: Select all
FUNCTION ALL_CUTHEDGEDROW(me, tilex, tiley)
{
int object;
AddVizText(tilex, tiley, "IDS_TT_CUTHEDGEDROW", "ffffff");
object = GetGlobal("Del_Hedge");
Log("Object:", object);
DeleteObject(object);
SetAttrib(me, "AP", 0);
}
FUNCTION CHECK_ALL_CUTHEDGEDROW(me, tilex, tiley)
{
int ret ;
int id;
int id2;
int id3;
int tuilex;
int tuiley;
int count;
int object;
int UnitFace;
int xd;
int yd;
int ux;
int uy;
int flag;
ret = -2 ;
flag = 0;
tuilex = GetUnitX(me);
tuiley = GetUnitY(me);
UnitFace = GetUnitFacing(me);
Log("UnitFace:", UnitFace);
if (GetDistanceBetweenTiles(tilex, tiley, tuilex, tuiley) > 1)
{
return ret;
}
if ((IsUnitType(me, "us_engineer") == 1) && (IsUnitValid(me) == 1))
{
for (count = 0 ; count < 100; count++)
{
object = GetTileObject(tilex, tiley, count);
if (object != -1)
{
if (IsObjectName(object, "hedgrow2") == 1)
{
if (UnitFace == 0)
{
xd = GetObjectPositionX(object);
yd = GetObjectPositionY(object);
// Log("Hedge:", xd, yd);
ux = tilex * 100;
uy = tiley * 100;
ux = ux + 50;
// uy = uy + 50;
Log("Need:", ux, uy);
if ((xd == ux) && (yd == uy))
{
flag = 1;
SetGlobal("Del_Hedge", object);
// Log("Object:", object);
count = 101;
}
}
if (UnitFace == 90)
{
xd = GetObjectPositionX(object);
yd = GetObjectPositionY(object);
// Log("Hedge:", xd, yd);
ux = tilex * 100;
uy = tiley * 100;
uy = uy + 50;
// uy = uy + 50;
Log("Need:", ux, uy);
if ((xd == ux) && (yd == uy))
{
flag = 1;
SetGlobal("Del_Hedge", object);
// Log("Object:", object);
count = 101;
}
}
if (UnitFace == 180)
{
xd = GetObjectPositionX(object);
yd = GetObjectPositionY(object);
// Log("Hedge:", xd, yd);
ux = tilex * 100;
uy = tiley * 100;
ux = ux - 50;
// uy = uy + 50;
Log("Need:", ux, uy);
if ((xd == ux) && (yd == uy))
{
flag = 1;
SetGlobal("Del_Hedge", object);
Log("Object:", object);
count = 101;
}
}
if (UnitFace == 270)
{
xd = GetObjectPositionX(object);
yd = GetObjectPositionY(object);
// Log("Hedge:", xd, yd);
ux = tilex * 100;
uy = tiley * 100;
uy = uy - 50;
// uy = uy + 50;
Log("Need:", ux, uy);
if ((xd == ux) && (yd == uy))
{
flag = 1;
SetGlobal("Del_Hedge", object);
// Log("Object:", object);
count = 101;
}
}
}
}
}
}
if (flag == 1)
{
if (GetAttrib(me, "AP") == GetBaseAttrib(me, "AP"))
{
ret = 1;
}
}
return ret ;
}
FUNCTION UISETUP_ALL_CUTHEDGEDROW()
{
StartString() ;
PrintString("IDS_TT_CUTHEDGEDROW") ;
SetUITooltip();
SetUITexture("action_terraform", "ffffffff") ;
}
FUNCTION UIBUTTON_ALL_CUTHEDGEDROW(me, x,y,width, height, tilex, tiley)
{
//RenderVCenteredString(x,y,width,height,10,1,"ff000000") ;
}“Take care, my friend; watch your six, and do one more roll… just for me.”
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
WOW!! Un grand merci
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
Quickly looking at the terraform code, will it still work if the square contains, say a British sealion tree 2 and a French blocking tree? I often mix multiple tree types to achieve different colours and patterns... 
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
Forgive the coding fool's question, but how do I modify this so it will work for british_engineer OR german_engineer
if ((IsUnitType(me, "us_engineer") == 1) && (IsUnitValid(me) == 1))
Pls may I sneak a look at the full scenario folder for this mod to see all of the moving parts?
if ((IsUnitType(me, "us_engineer") == 1) && (IsUnitValid(me) == 1))
Pls may I sneak a look at the full scenario folder for this mod to see all of the moving parts?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
Does Terraform also change the Tile type from Forest to Grass, as well as remove the trees?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
Amaris
- Captain - Heavy Cruiser

- Posts: 929
- Joined: Fri Jul 23, 2010 11:08 am
- Location: France
- Contact:
Re: Adding new functionality to engineers...?
No, the script is very simple! It only removes the trees of French tileset for now. But it can do if we change accordingly.GottaLove88s wrote:Quickly looking at the terraform code, will it still work if the square contains, say a British sealion tree 2 and a French blocking tree? I often mix multiple tree types to achieve different colours and patterns...
Make me a list of ALL items to be deleted and I will.
And I also have found the source of those nasty warnings!
“Take care, my friend; watch your six, and do one more roll… just for me.”
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
Theoretically, trees to be removed could include 2-3 per square of...
French trees 1 to 4
French blocking tree
British trees 1 to 4
British blocking tree
Palm trees (so we can use it on the big pacific islands, I'm sure you're working on!
Desert blocking tree
French trees 1 to 4
French blocking tree
British trees 1 to 4
British blocking tree
Palm trees (so we can use it on the big pacific islands, I'm sure you're working on!
Desert blocking tree
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
Hedgerows to be removed could be from French or British object sets (does BA differentiate?)
They're often accompanied to stone wall or desert stone wall... For nice visuals for fortresses
They're often accompanied to stone wall or desert stone wall... For nice visuals for fortresses
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
Amaris
- Captain - Heavy Cruiser

- Posts: 929
- Joined: Fri Jul 23, 2010 11:08 am
- Location: France
- Contact:
Re: Adding new functionality to engineers...?
I'm lazy coder.GottaLove88s wrote:Forgive the coding fool's question, but how do I modify this so it will work for british_engineer OR german_engineer
if ((IsUnitType(me, "us_engineer") == 1) && (IsUnitValid(me) == 1))
I just do this to test to see if this is possible.
Then it's possible.
So I have a new 'project'!
If you want this for german, british and other engineer, the script must be completed.
Must be replaced:
Code: Select all
if ((IsUnitType(me, "us_engineer") == 1) && (IsUnitValid(me) == 1))
{
....
}
Code: Select all
if (IsUnitValid(me) == 1)
{
if ((IsUnitType(me, "us_engineer") == 1) || (IsUnitType(me, "uk_engineer") == 1) || (IsUnitType(me, "german_engineer") == 1))
{
...
}
}
Alrights. I'll put it on my site.GottaLove88s wrote:Pls may I sneak a look at the full scenario folder for this mod to see all of the moving parts?
“Take care, my friend; watch your six, and do one more roll… just for me.”
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
What was causing the warnings?
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
-
GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
Can we add an explosion sound when the demolition executes? (A mortar type animation in the target square, before removing the tree/tank trap/hedgerow, would be über nice too, but you've created A LOT already
)
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
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Amaris
- Captain - Heavy Cruiser

- Posts: 929
- Joined: Fri Jul 23, 2010 11:08 am
- Location: France
- Contact:
Re: Adding new functionality to engineers...?
Of course!GottaLove88s wrote:Does Terraform also change the Tile type from Forest to Grass, as well as remove the trees?
US engineer is on Forest tile (without tree):

After the are on an open ground tile:

“Take care, my friend; watch your six, and do one more roll… just for me.”
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GottaLove88s
- Lieutenant-General - Do 217E

- Posts: 3151
- Joined: Fri Apr 06, 2012 6:18 pm
- Location: Palau
Re: Adding new functionality to engineers...?
Ps. Bonjour Monsieur! How's the Côte d'Azur?
There's a screaming cold wind and 2m waves frothing, here in Sussex...
There's a screaming cold wind and 2m waves frothing, here in Sussex...
SCENARIO LINKS
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347
Seelow'45 -> www.slitherine.com/forum/viewtopic.php?f=313&t=55132
Normandy'44 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42094
Dieppe'42 -> www.slitherine.com/forum/viewtopic.php?f=87&t=42347