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A few general design questions

Posted: Tue Aug 10, 2010 8:59 pm
by insidius
1. How do you set the starting camera angle?

2. There is an overlay called a ford (to go over rivers/streams), but in actuality, it doesn't allow units to cross the stream. What am I missing?

3. How do you allow for purchasable units at the beginning of a map? Say I want each side to start with 4 infantry units and then be able to buy the rest of their army as per their choosing. Is this possible?

4. Is it possible to just set the cover rating on a given tile regardless of what is actually on the tile?

Thanks!

Posted: Tue Aug 10, 2010 9:10 pm
by pipfromslitherine
1 - this isn't actually moddable as changing it ends up showing up issues like no skydome etc
2 - not sure, I'll find out from the artists. My guess is that it's designed to be placed on some fake water?
3 - Hit F while over a unit and the Fixed tag will vanish. That unit must now be purchased. The number of available points is set using the arrows below the main editor list on the left hand panel.
4 - Hmm - I don't think so, without setting up a new tileset and given an entry different values.

Hope that helps

Pip

Posted: Tue Aug 10, 2010 9:17 pm
by insidius
Yes, that does help, thank you.

As far as #1, when I start the game with a custom map, the camera is facing my army head on and at an angle. Is there any way to start with the camera facing towards the opponent? Or change the orientation of the map somehow?

Posted: Tue Aug 10, 2010 9:33 pm
by pipfromslitherine
Ah - I see what you mean.

You can do that with a script - hmm - although you can't alter the camera angle, you can have it scroll over to the enemy if you want to show them off.

Check out the Autodocs (My Documents\My Games\BBCBA\Autodocs) for the BattleScript.txt help file. Check out the AddVizCam* functions. You would trigger them in the StartTurn callback on turn 0.

Check out the Engine Documentation at the Modding Portal to get more details on the callbacks you can use.

Any other questions, happy to help.

Cheers

Pip

Posted: Wed Aug 11, 2010 7:58 pm
by insidius
How would one go about replacing unit movement and firing sounds if one were to want to?

Sorry, I'm completely new to modding, but I have a creative urge.

Posted: Wed Aug 11, 2010 8:13 pm
by Dita0
I think the movement and sound can be adjusted in the csv file called "squads". (one entry is for soundbank)

Not too sure how to adjust sound files at the moment though. I`ve got a piat sound for a custom sniper I`m trying to work on :oops: But getting that right is least of my worries at the moment.

Posted: Wed Aug 11, 2010 8:17 pm
by insidius
Use open office to adjust CSV files, right?

Posted: Wed Aug 11, 2010 8:26 pm
by junk2drive
OO Calc but you will get a small window. At the top click the dropdown arrow and select Unicode UFT-8 then click ok.

Posted: Wed Aug 11, 2010 8:51 pm
by pipfromslitherine
A simpler way is to do the following:

Duplicate the DATA\sfx*.txt files into a DATA folder in your custom campaign. If you only want to alter sound effects (not voices) then you only need the sfx0.txt file.

Create a folder DATA\SOUNDS\ in your custom directory. You can now either just over-ride sounds which already exist (using the same filenames as exist in the main game DATA\SOUNDS\ folder - it will load yours instead), or put new sounds in there and alter the sfx file to use them.

Hope that helps!

Cheers

Pip

Posted: Wed Aug 11, 2010 9:44 pm
by insidius
pipfromslitherine wrote:A simpler way is to do the following:

Duplicate the DATA\sfx*.txt files into a DATA folder in your custom campaign. If you only want to alter sound effects (not voices) then you only need the sfx0.txt file.

Create a folder DATA\SOUNDS\ in your custom directory. You can now either just over-ride sounds which already exist (using the same filenames as exist in the main game DATA\SOUNDS\ folder - it will load yours instead), or put new sounds in there and alter the sfx file to use them.

Hope that helps!

Cheers

Pip
Brilliant, thank you! I'll give it a shot!

Posted: Thu Aug 12, 2010 4:35 am
by insidius
Is there any way to place VP flags OVER buildings (or higher in the air) instead of IN them? It's hard to see the flags when they're inside the bldgs.

Posted: Thu Aug 12, 2010 11:21 am
by adherbal
There is no way to change an effect's z or height coordinate, so I'm afraid not.

Posted: Sun Aug 15, 2010 9:54 am
by insidius
Ok, I'm about to start beta testing my map in multiplayer. How do I get to map to show up in the list when I create a MP challenge?

What's the best method of distributing my map to the community so others can try/test it?

dropbox!

Posted: Sun Aug 15, 2010 10:37 am
by pomakli
insidius wrote:How do I get to map to show up in the list when I create a MP challenge?
Copy it, in

C:\Documents and Settings\User\Belgelerim\My Games\BBCBA\CAMPAIGNS

and

use f.e. drobbox for distributing:

C:\Documents and Settings\User\Belgelerim\My Games\BBCBA\CAMPAIGNS

Re: dropbox!

Posted: Sun Aug 15, 2010 7:13 pm
by insidius
pomakli wrote:
insidius wrote:How do I get to map to show up in the list when I create a MP challenge?
Copy it, in

C:\Documents and Settings\User\Belgelerim\My Games\BBCBA\CAMPAIGNS

and

use f.e. drobbox for distributing:

C:\Documents and Settings\User\Belgelerim\My Games\BBCBA\CAMPAIGNS
Cool, thanks a lot.

Posted: Sun Aug 15, 2010 7:20 pm
by pipfromslitherine
You use the My Docs CAMPAIGNS folder for single player games. If you want to play the mission in MP, you would put the campaign into the Multiplayer folder in My Documents\My Games\BBCBA.

Cheers

Pip

Posted: Mon Aug 16, 2010 5:22 am
by insidius
Ok, apparently I'm an idiot because I put the BAM and BSF file in the My Documents\My Games\BBCBA\Multiplayer folder and it shows the Multiplayer campaign header in the list when you choose a map to play, but doesn't show the actual map in the list, there is no map under the header at all.


I can't get my multiplayer map to show up in the editor through the multiplayer maps folder, either, but I can get the campaign folder map to show up and load just fine.

Tips?

EDIT: Got the map to show up in the multiplayer list, but now when I try to load the map in hotseat, the map starts to load and you can see a blank map with no features or units, the game pauses a moment, and then says objective failed and the game ends. Something is obviously wrong heh.

Posted: Mon Aug 16, 2010 10:09 am
by pomakli
insidius wrote:Ok, apparently I'm an idiot because I put the BAM and BSF file in the My Documents\My Games\BBCBA\Multiplayer folder and it shows the Multiplayer campaign header in the list when you choose a map to play, but doesn't show the actual map in the list, there is no map under the header at all.
No, you are not!

:wink:

Did you create the folder with a special name "insidiuscampaign" (inkl. scenarios/campaign!) with text.txt and campaign.txt files in the MP folder??

Posted: Mon Aug 16, 2010 10:11 am
by insidius
pomakli wrote:
insidius wrote:Ok, apparently I'm an idiot because I put the BAM and BSF file in the My Documents\My Games\BBCBA\Multiplayer folder and it shows the Multiplayer campaign header in the list when you choose a map to play, but doesn't show the actual map in the list, there is no map under the header at all.
No, you are not!

:wink:

Did you create the folder with a special name "insidiuscampaign" (inkl. scenarios/campaign!) with text.txt and campaign.txt files in the MP folder??
Yes, that's how I got the map to show up in the list, but the map still won't load when I try to start a game with it. I'm wondering if it's some scripting problem somewhere. The map works fine in single player. Maybe it's because I have unit selection... hmmm, I'll have to test taking it out.

Posted: Mon Aug 16, 2010 3:19 pm
by pipfromslitherine
You need to have all units fixed in MP maps. The game flow currently doesn't support unit selection in multiplayer.

Cheers

Pip