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BF Captured Units

Posted: Fri Dec 17, 2010 3:37 pm
by junk2drive
Since there are no bsf files in the France campaign, how do the new captured units work?

Posted: Fri Dec 17, 2010 3:46 pm
by pipfromslitherine
If you give me a scenario example which uses them I will have a look at the script and do a post about it, no worries.

Cheers

Pip

Posted: Fri Dec 17, 2010 3:55 pm
by adherbal
The enemy unit is removed and a friendly one of the same type is created in its place, using the PlaceUnit command from Functions.BSF.

Until "captured", the enemy unit's AP and range are set to 0 in the StartTurnPost function to prevent it from doing anything during the AI turn.

Is that enough info?

Posted: Fri Dec 17, 2010 4:14 pm
by junk2drive
No but I'll let Merr figure it out and let him post if he has questions. Thanks

Posted: Fri Dec 17, 2010 6:19 pm
by Merr
junk2drive wrote:No but I'll let Merr figure it out and let him post if he has questions. Thanks
I haven't looked yet ... I have to goto work now :cry:

I made a capture script in my TrackHit! mod so most likely I will use Slith's capture routine instead ...

hey Junk ??? I'm off to work, if you have a moment, while I'm at work, can you explain (from games point of view) what you can capture etc, and what happens?

Thanks guys!

Thanks again Slitherine!

Posted: Fri Dec 17, 2010 6:23 pm
by junk2drive
What I saw in beta was that my unit would stumble upon a hidden enemy unit (adjacent to) and a popup would announce that you have captured xxx. The unit would retain it's skin but the icon changes side.

I like Merr's better.

Posted: Fri Dec 17, 2010 11:10 pm
by Merr
junk2drive wrote:What I saw in beta was that my unit would stumble upon a hidden enemy unit (adjacent to) and a popup would announce that you have captured xxx. The unit would retain it's skin but the icon changes side.
Ok ... thanks.

Yeah, I'll keep mine since it's capturing guns, and basically "re-manning" a dead gun ... has the potential of swapping sides if I coded the AI to "steal back" what was originally their's.

BTW Junk ... I'm going to ammend the mod and update it to Slith's version 1.5 ... Hopefully with some new stuff ... hopefully done before x-mas.

Posted: Sat Dec 18, 2010 12:39 am
by junk2drive
Since I haven't seen how Slith version works completely I think yours is more usable.

BTW I played a new one last night and that 88 was on the left again. I found it with a halftrack. First shot missed so I...

It would be a nice Christmas present.

Teaser

Image

Posted: Sat Dec 18, 2010 3:06 am
by Merr
junk2drive wrote:Since I haven't seen how Slith version works completely I think yours is more usable.

BTW I played a new one last night and that 88 was on the left again. I found it with a halftrack. First shot missed so I...
Were you able to capture it later?

Nice button update! I didn't get a chance last night to look at them yet.

Please feel free to make a new Rally button ... I've got a new idea for Commanders (officers) that appears to be awesome, at least on my paper outline ...

Thanks!

Posted: Sat Dec 18, 2010 3:20 am
by junk2drive
I captured it after it wiped out half my tanks. I had crews everywhere. I was able to use it to take out a StuG on the far right.

For a Rally button do you want your flags, the Slith bugle boy or ?

Posted: Sat Dec 18, 2010 4:16 am
by Merr
junk2drive wrote:I captured it after it wiped out half my tanks. I had crews everywhere. I was able to use it to take out a StuG on the far right.
That reminds me ... Since the crews will have lower attack stats, I'll allow them to "upgrade" to normal Infantry using the ammo truck. Think of the ammo truck having extra weapons ... this will allow those "extra crews" the power of a normal infantry unit. Since the mod was built using the PLUGIN there are no reiforcements ... the captured guns and the extra crews are the second key to winning the scenario, without the the extra units it can be a tough go!
junk2drive wrote:For a Rally button do you want your flags, the Slith bugle boy or ?
Whichever you think would be appropriate ... I'm not picky, thank you.

Posted: Sat Dec 18, 2010 4:29 am
by junk2drive
I also found that reverse doesn't use all the AP so I was able to retreat more than one square and hopefully out of range. I don't know if it is going to save my bacon but it's good for morale.

We can use the Drill Sgt button to "promote" the crews to squads. Assuming you want a different button than ammo for the trucks.

There are a lot of unused buttons and buttons from FoG or something in the texture folder.

Posted: Sat Dec 18, 2010 5:15 am
by Merr
junk2drive wrote:I also found that reverse doesn't use all the AP so I was able to retreat more than one square and hopefully out of range. I don't know if it is going to save my bacon but it's good for morale.
I'm using double AP cost for reverse ... should this be triple perhaps or full AP? .... triple runs at 12 AP cost.
junk2drive wrote:We can use the Drill Sgt button to "promote" the crews to squads. Assuming you want a different button than ammo for the trucks.
Hmmm, good idea.... Again, whatever button you think would fit the action. Thanks!

BTW, I hope to send you v094 tonight ... I'm adding your new buttons now for a look-see and cleaning a bit of logic ... I might be able to squeeze the ammo truck in before I crash.

Also, lets move this "chat" to my TRACKHIT! thread ... I don't want to hog the beta forum with this ... folks might think it's official work and blame Pip if it doesn't work! :shock:

Posted: Sat Dec 18, 2010 5:20 am
by junk2drive
Sounds good. I'm heading to bed soon.