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Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 9:10 am
by Amaris
GottaLove88s wrote: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
Noticed! no need to transfer the plants and other brush?
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 9:20 am
by Amaris
GottaLove88s wrote: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
I think there are just two models of hedge: the normandy and the snowy ones.
I have to remove the two if needed.
As stone wall, desert wall, etc.
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 9:24 am
by Amaris
GottaLove88s wrote:What was causing the warnings?
I don't know! I do that very quickly after a long work week, so I just made mistakes.
And like any coder, I would say: 'Warning? who cares?'

Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 9:29 am
by Amaris
GottaLove88s wrote: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

)
Sure! It's very simple.
Well, I'll do everything that we discussed and I put it the entire mod on my site when it'll be ready (today?)
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 9:33 am
by GottaLove88s
OMG WOW! That's awesome!

Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 9:36 am
by GottaLove88s
No need to delete plants, brush, etc, because they have no impact on movement...
So, the player can choose one of the four options?
(i) Cut down trees (to remove trees and convert forest to grass)
(ii) Demolish wall (to remove hedgerow and stone walls/desert stone walls together)
(iii) Remove tank trap
(iv) Construct tank trap
So, to remove a hedgerow & stone wall would take one move, and to remove a tree/forest that had been behind the hedgerow would take a second move... so two moves in total... PERFECT!
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 9:39 am
by Amaris
GottaLove88s wrote:Ps. Bonjour Monsieur! How's the Côte d'Azur?
There's a screaming cold wind and 2m waves frothing, here in Sussex...
I'm not on the French Riviera but near the
Sainte-Baume.
An icy wind and also very strong: more than 130 km/h

Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 9:49 am
by GottaLove88s
Afterthought... If I order the engineer to cut down a forest/tree BEHIND a hedgerow, is the mod smart to say, "Nope you can't access that. Demolish the hedgerow/wall first!"
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 9:49 am
by GottaLove88s
No way, it's WINDIER with you than me!!!
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 10:29 am
by Amaris
GottaLove88s wrote:Afterthought... If I order the engineer to cut down a forest/tree BEHIND a hedgerow, is the mod smart to say, "Nope you can't access that. Demolish the hedgerow/wall first!"
It does not work like that.
An engineer is able to cut down a forest/tree on on the tile where he is.
So if you want cut down a forest behind a hedgedrow, you must first destroy the hedge to go into the forest tile. To be able to cut down it.
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 11:11 am
by GottaLove88s
Ah, I see... Your way is logical... An engineer should only be able to demolish things on his own tile, not on the neighbouring tiles... Nice
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 12:07 pm
by Amaris
I opened 'officially' a
webpagefor it!

Yet another project. Hoping that my wife does not see this or I'm deadman.
So this mod works for all engineers (us, british, german and afrika korps).
the first fully operational features.
Add a tank trap:
Remove atank trap:
Cutting hedgerow (works for both type - just add wall removal):
Please note the superhuman efforts for icons.
I still have to finish the terraform.
I remove the forest tile and all types of trees.
Nothing to do for the mud?
And see these %^£$ warning.
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 12:14 pm
by Amaris
Amaris wrote:And see these %^£$ warning.
Found it! Sometimes I scare myself when I reread my code.

Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 12:19 pm
by GottaLove88s
That's soooooo cool!
Nice demolition icon too btw
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 12:21 pm
by Amaris
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 12:23 pm
by GottaLove88s
Mud was just an intermediate step...
So the demolition process would have gone...
Trees/forest -> Mud -> Open ground
So it would take time (or several engineers) to blow away large tracts of forest
But what you've achieved is already amazing...
so we're happy to live without our mud...
Unless it's easy to insert?

Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 12:28 pm
by Amaris
GottaLove88s wrote:(ii) Demolish wall (to remove hedgerow and stone walls/desert stone walls together)
More complicated than I thought. But that will not stop me.
Do you want to able to remove;
- hedgerow and a possible wall?
- wall too? I mean even without hedge.
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 12:33 pm
by Amaris
GottaLove88s wrote:Mud was just an intermediate step...
So the demolition process would have gone...
Trees/forest -> Mud -> Open ground
So it would take time (or several engineers) to blow away large tracts of forest
But what you've achieved is already amazing...
so we're happy to live without our mud...
Unless it's easy to insert?

Very simply to do!
Just change Tree/forest -> Mud
And add a similar action to transform a mud tile into open ground.
That said there may be a problem with the overlays (as road/track but also edging of mud, forest, etc.)
And it's much more complicated. Just look at the edging plugin to understand.
And this problem is anyway with or without the mud.
So...
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 12:55 pm
by GottaLove88s
Amaris wrote:GottaLove88s wrote:(ii) Demolish wall (to remove hedgerow and stone walls/desert stone walls together)
More complicated than I thought. But that will not stop me.
Do you want to able to remove;
- hedgerow and a possible wall?
YES PLEASE
- wall too? I mean even without hedge. NOT NECESSARY for us (wall doesn't impede movement)
Re: Adding new functionality to engineers...?
Posted: Sat Mar 16, 2013 12:58 pm
by GottaLove88s
Edging doesn't matter too much for our mud
It's all inside forest, so that will help aesthetics without the edging