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Re: Switch button

Posted: Mon May 05, 2014 6:31 pm
by Ballermann
Btw:
I think the animations "BomberAttack" and "StukaAttack" are made by DMP...

Re: Switch button

Posted: Tue May 06, 2014 2:29 am
by phcas
Thats correct it's from a DMP mod.

Re: Switch button

Posted: Tue May 06, 2014 8:29 am
by iceFlame
phcas wrote:Copy this files in your Graphics/Animations map and you will see the bombs fall.
Bombs away! And thanks for sharing. :)

Re: Switch button

Posted: Thu May 08, 2014 12:11 pm
by phcas
New HQ try (with radio tower)

Re: Switch button

Posted: Fri May 09, 2014 4:52 am
by Razz1
A player has great advantage against the AI. It is very very weak.

Best off making the unit with range 4 spotting and make the truck range 6 for movement.

Re: Switch button

Posted: Sat May 24, 2014 2:52 am
by phcas
Seaplane question

I made a seaplane. With the switchbutton it can land on water (that will change the Tact.bomber into a ship with a movement of 0)

Now it can refuel an be repaired in a habor!

There is one problem, it can land (as a ship) on land also. Any idea's?

Re: Switch button

Posted: Sat May 24, 2014 4:30 am
by Andor66
First of all: nice idea and a very nice Icon!
Regarding the Problem of a "landed ship", would You Share the Unit stats from the Equipment file to be messend about with?! At the Moment I don't have any clue to fix it., but let's see.

Re: Switch button

Posted: Sat May 24, 2014 5:41 am
by phcas
Flying / Landed Bv-138

Re: Switch button

Posted: Sat May 24, 2014 5:55 am
by phcas
Hs-123 Dive Bomber

Re: Switch button

Posted: Sat May 24, 2014 5:59 am
by Andor66
Hmm...would it be to much if I call it awesome!?

Re: Switch button

Posted: Sat May 24, 2014 11:24 am
by phcas
Arado Ar-196

Re: Switch button

Posted: Fri May 30, 2014 2:44 am
by GaryChildress
LuftWFJ44 wrote:Good idea.

Another excellent feature is the transport cathegory restriction. This allows for some nice details as well:
SdKfz_251-1_pz.png
The SPW 251/1 serving as transport to Schützen or Panzergrenadiere with better fighting stats, restricted to the armored infantry only.
SdKfz_251-16.png
...and my favorite: SPW 251/16, transport for armored infantry or engineers, armed with two flamethrowers (with modified Flammpanzer II animation).

The switch button does not work for the transport class however.
How do you restrict certain infantry units to certain transports? I'd like to make PZ Grenadiers use only the 251 and regular infantry only use the Opel Blitz. Is there a way to do this?

Re: Switch button

Posted: Fri May 30, 2014 4:53 am
by Andor66
@GaryChildress: You can link units to defined Transports by creating new transport types in the column "transport category" in the equip-file. The units that should use this Transport will get this new category under "usable transports". In Your case for example name the 251 as "Schützenpanzer" in the transport category, then take the Grenadiers and replace "land" by "Schützenpanzer" in the "usable transports" Array.
As this transport task can be a little bit tricky, You should also read the "Land transport Problem" thread - and as an example You could have a Look on the 8,8 flak and the corresponding SdKfz 7 from the vanilla equip-file

Re: Switch button

Posted: Sun Jun 01, 2014 9:55 am
by Andor66
Maybe this will be a little bit off-topic, but I thought it would be better placed here (due to parts of the discussion) but in a new thread:
I failed to find a mechanism how units can influence (improve and/or deteriorate) the stats of adjacent units. This could be interesting when thinking about the sense and use of units like HQ's or hospitals. I thought I've something about, but I could not find the corresponding threads, so help would be welcome

Re: Switch button

Posted: Sun Jun 01, 2014 10:53 am
by BiteNibbleChomp
Andor66 wrote:Maybe this will be a little bit off-topic, but I thought it would be better placed here (due to parts of the discussion) but in a new thread:
I failed to find a mechanism how units can influence (improve and/or deteriorate) the stats of adjacent units. This could be interesting when thinking about the sense and use of units like HQ's or hospitals. I thought I've something about, but I could not find the corresponding threads, so help would be welcome
The way I'm doing HQs in The Path to Rearmament is with a huge list of events in the scripts of the scenarios.

eg:
If Axis units =1 or more (with name "... HQ"), in Zone 1 + 50% dice roll successful = all units in zone 1 = +1 strength.
" " " " " " Zone 2 " " " " " zone 2 " "

etc.

I'm not using any traits or anything - it has to be embedded in the scenario.

- BNC

Re: Switch button

Posted: Sun Jun 01, 2014 2:02 pm
by Andor66
Thanks BNC. This will work as I see - but its a hell of work to modify all DLC scenarios this way. On the other hand - I asked for it :-)

Re: Switch button

Posted: Thu Jun 19, 2014 10:46 am
by BiteNibbleChomp
Andor66 wrote:Thanks BNC. This will work as I see - but its a hell of work to modify all DLC scenarios this way. On the other hand - I asked for it :-)
Ultimeately yes, you did choose it. Maybe only set it up for the vanilla campaign? I remember having to remake the first part of GC14 with the new unit set. It can be annoying, but in the end you just get used to "Open scenario, edit script, change xxx to yyy, Save, Save scenario ,repeat" - and this isn't very hard.

- BNC

Re: Switch button

Posted: Fri Aug 22, 2014 9:46 am
by phcas
Barrage Balloon (in switch position a tac.bomber with no movement or def/att)