Japan
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junk2drive
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This update was missing the IJA1.BSF file .... I suppose it was omitted because it had the bad script?junk2drive wrote:I tried adding reinforcements to a script but get a failed to setup sides error.
Can you ZIP up the IJA1.BSF seperately (or whichever bsf you were working on) that includes the bad script ?
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junk2drive
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Here are both
http://dl.dropbox.com/u/6754176/IJA1.zip
I started with something from somewhere and tried to add flags then tried to add reinforcements by copy and paste from another thread.
The locations are what was in the c&p, I need both to come on map on the top right of the map, behind the US.
The idea is that the US needs to overcome the caves and get down into the draw before the reinforcements take them from behind.
http://dl.dropbox.com/u/6754176/IJA1.zip
I started with something from somewhere and tried to add flags then tried to add reinforcements by copy and paste from another thread.
The locations are what was in the c&p, I need both to come on map on the top right of the map, behind the US.
The idea is that the US needs to overcome the caves and get down into the draw before the reinforcements take them from behind.
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junk2drive
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junk2drive
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Ok .... I'm at work now and unless Pip or someone else gets a chance to help it will be about another 6 hours before I can have a look at your script. I've been delv'ing into this for a month and I'm used to fixing error's in my own scripts!junk2drive wrote:Edit the above
I need the Japanese reinforcements on the lower right. My memory is shot.
Turn 3 for one group and 5 for the other (US 0,2,4,6 IJA 1.3.5.7 etc)
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junk2drive
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All fixed up !!!
I've "been there" and "done that" many times
The Problems ...
1. The reinforcement code wasn't inside the body of the FUNCTION StartTurn(side)
2. Too many values for your PlaceUnit function ... one too many ",0"
3. Reinforcements were being added "off board" ... ie outside playing area (hint...use the Editor to get exact X/Y values)
My Changes ....
- Placed the reinforcments on the map edge you wanted with correct facing (might need a bit more tweaking)
- Moved the VizCam to center on units
Download this new SPWAW bsf ... http://www.filefront.com/17320399/IJA1_Merr.zip
Holler back if you need more tweaks !
Rob
I've "been there" and "done that" many times
The Problems ...
1. The reinforcement code wasn't inside the body of the FUNCTION StartTurn(side)
2. Too many values for your PlaceUnit function ... one too many ",0"
3. Reinforcements were being added "off board" ... ie outside playing area (hint...use the Editor to get exact X/Y values)
My Changes ....
- Placed the reinforcments on the map edge you wanted with correct facing (might need a bit more tweaking)
- Moved the VizCam to center on units
Download this new SPWAW bsf ... http://www.filefront.com/17320399/IJA1_Merr.zip
Holler back if you need more tweaks !
Rob
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junk2drive
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junk2drive
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Here
http://dl.dropbox.com/u/6754176/Japan4.zip
I changed the flags to US, I wish I could figure out how to get Japan in there. Waiting on Amaz_ed to post his with Japan and USMC names. I have Japan 8 in the editor.
I also moved one of the flags.
How do you know the grid number?
http://dl.dropbox.com/u/6754176/Japan4.zip
I changed the flags to US, I wish I could figure out how to get Japan in there. Waiting on Amaz_ed to post his with Japan and USMC names. I have Japan 8 in the editor.
I also moved one of the flags.
How do you know the grid number?
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Amaz_Ed
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Sorry mate, heres a link to the Japanese flag. I broke the USMC flag again and haven't fixed it, will get it to you soon.
http://www.mediafire.com/?2fo5ae83v9j2zic
http://www.mediafire.com/?2fo5ae83v9j2zic
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junk2drive
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This part means more code ... but .... you basically need to setup AI POINTS via the Editor. The PlaceUnit function dropped the unit on the map as Team 0 ... you need to set Team 0's aggression value.junk2drive wrote:Thanks
That got the units on the map but they won't move. They stay in place until I move to contact. The other IJA units are aggressive enough.
Tell me where you want them to go (X/Y location)... I can do this for you real quick
In the Editor, as you move the cursor over the tile the tooltip will give you the x/y and the height, ie 38,44 (1) ..means x,y height level 1.junk2drive wrote: How do you know the grid number?
Wait. .... Sorry, I forgot you wanted me to move them in the first place ....
Ok.... TEAM 0 is being used for the fixed units you got on the board at start.
So, we need to change the reinforcements to TEAM 1 and TEAM 2 ....
Don't make any changes yet ... I'll do this. If you want to makes changes in the code change the last ",0" to read ",1" in teh PLACEUNIT script ....
ie ... change this
PlaceUnit(36, 44, 4, 1, 0, "JAPANESE_INFANTRY") ;
to read ...
PlaceUnit(36, 44, 4, 1, 1, "JAPANESE_INFANTRY") ;
Sorry to screw it all up. Working on it now.
Ok.... TEAM 0 is being used for the fixed units you got on the board at start.
So, we need to change the reinforcements to TEAM 1 and TEAM 2 ....
Don't make any changes yet ... I'll do this. If you want to makes changes in the code change the last ",0" to read ",1" in teh PLACEUNIT script ....
ie ... change this
PlaceUnit(36, 44, 4, 1, 0, "JAPANESE_INFANTRY") ;
to read ...
PlaceUnit(36, 44, 4, 1, 1, "JAPANESE_INFANTRY") ;
Sorry to screw it all up. Working on it now.
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junk2drive
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junk2drive wrote:OK I'm looking to have the reinf lineup to be at 17.39 and 16.39
Flags at 26,26 and 30,26 owned by Japan and to be captured by USA.
Then I need to decide on a victory condition.
Well ... I can't get the VP's to show correctly, but at least they are in the correct spot ... albeit brit flags
New BAM and BSF file ... edit ... USE THIS ONE (fixes reinforce animation) ... http://www.filefront.com/17320855/BAM-BSF_Merr4-2.zip
I set the the AI reinforcement to TEAM 1 and TEAM 2 .... turns 3 and 5 respectively ... Agression level 16 ... AI points to 17.39 adn 16.39
Hows that?
If you missed it ... go back to previous post ... new bam/bsf
.... fixes the animation cutoff problem (I rearranged the order it's done in the code, needs to be before units place themselves to display properly)
I couldn't understand earlier why it did that, but it was an original problem.
if you missed it ... get that one or the one below (same file)
... It's based on your BUILD 4 ....
http://www.filefront.com/17320855/BAM-BSF_Merr4-2.zip
EDIT : I got to log out for now .... hope that gets you going for now.
.... fixes the animation cutoff problem (I rearranged the order it's done in the code, needs to be before units place themselves to display properly)
I couldn't understand earlier why it did that, but it was an original problem.
if you missed it ... get that one or the one below (same file)
... It's based on your BUILD 4 ....
http://www.filefront.com/17320855/BAM-BSF_Merr4-2.zip
EDIT : I got to log out for now .... hope that gets you going for now.
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junk2drive
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junk2drive
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Build 5 is up
http://dl.dropbox.com/u/6754176/Japan5.zip
Moved reinf to 16 and 17, lower right of map.
Hid some troops better.
Added Hide and Fade to objects.
http://dl.dropbox.com/u/6754176/Japan5.zip
Moved reinf to 16 and 17, lower right of map.
Hid some troops better.
Added Hide and Fade to objects.

