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Modders can post their questions on scripting and more.

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junk2drive
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Post by junk2drive »

Function states
// Custom function to set up VPs and anything else you want to set up at the start of a mission
FUNCTION PreBattleSetup()
{
// Define nations numbers. These global variables are used by the VP script functions.
// Note that they do NOT correspond with the nation numbers in the editor
// 0 = UK, 1 = USA, 2 = Canada, 3 = Poland, 4 = Germany, 5 = Italy
Why is this? Wouldn't it make sense to have a standard for adding countries in the editor and this too?

Maybe Slitherine could make a list of WWII nations with numbers for modders to use and keep people on the same page?
pipfromslitherine
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Post by pipfromslitherine »

It's a historical thing - the nation flags in the editor can along after the functions were in use, with some overlap. We appreciate it's not ideal.

The mission design plugins should help paper over some of these cracks.

Cheers

Pip
junk2drive
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Post by junk2drive »

What are mission design plugins?
pipfromslitherine
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Post by pipfromslitherine »

It's a system I am working on where one can join together in-editor UI and mission scripts to allow (e.g.) a panel where you can enable or disable VPs which will automatically cause the AI to work in a specific way, etc.

Shortcuts to common functionality. They are still work in progress, but I am hoping to have them working within the next 2 weeks or so.

Cheers

Pip
junk2drive
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Post by junk2drive »

Flags will cause my death.

I cannot make any sense of them. Can we have a tutorial for idiots?
junk2drive
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Post by junk2drive »

Going through the docs and files, I see victory points and victory markers. I think these are two different things???

How do they work ? together ? how do they change from one side to another displayed?
Merr
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Post by Merr »

junk2drive wrote:Going through the docs and files, I see victory points and victory markers. I think these are two different things???

How do they work ? together ? how do they change from one side to another displayed?
junk2drive,

Before I log out ....

I know a way to get VP's in the scenario but I have to spend some time writing the code (cut/pasting) and test it ...
But, I can't work on this until tomorrow ...
I hope other's can help in the meantime.
junk2drive
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Post by junk2drive »

In Data\Scripts is Function.bsf that has hide effect marker, show effect marker, nations 1-6. I guess this is why it states nation numbers do not correspond with the editor.
junk2drive
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Post by junk2drive »

In Core\Anim

$german_victory_marker.s4f
$GB_victory_marker.s4f
and others
German_victory_marker#&.dds
GB_victory_marker#&.dds
and others

Upper case lower case, does it matter? The inconsistency drives me nuts (OCD, ADD, AR)

Why the extra characters ($#&) ?? Why $ in front of s4f and #& at end of dds?
Amaz_Ed
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Post by Amaz_Ed »

junk2drive
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Post by junk2drive »

Thanks a bunch.
junk2drive
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Post by junk2drive »

The map I am playing on has GB flags. I put the dds in an Anim folder and the main folder and I still get the union jack.
Amaz_Ed
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Post by Amaz_Ed »

Did you leave the game running while you added them? You need to restart the game.
junk2drive
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Post by junk2drive »

Nope, added then started the game. I'm not surprised since I can't get US flags to appear.
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Post by Amaz_Ed »

Works for me...... I don't know what to say.

Image
junk2drive
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Post by junk2drive »

Did you make a s3f or s4f to go with the dds?
Amaz_Ed
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Post by Amaz_Ed »

I wasn't aware that one was required. I have simply changed the texture file. Same file, as far as the game knows, different graphic. THe model hasn't been touched.
junk2drive
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Post by junk2drive »

Ok, I was hoping that you had something on your computer that is not on mine. I think it is the scenario bsf that is the problem.
junk2drive
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Post by junk2drive »

Where did you put your flags?

I copied the Desert campaign to my Campaigns folder, renamed it My Desert and put your flags in the folder. Didn't change. I then made a Anim folder and moved them there, didn't change.
Amaz_Ed
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Post by Amaz_Ed »

I put them in the anim folder in the core directory.
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