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TRACKHIT! --- v097 ---

Posted: Sun Dec 26, 2010 3:56 am
by Merr
About time .... v097 .... beta.

THANKS go to ...
- Slitherine! ... for allowing us to tinker with their toys!
- Junk2Drive .... most of new buttons! ... and "The Junk" ideas!
- adherbal ... very helpful code tips!


http://www.filefront.com/17703350/TrackHit!_v097.zip

Two scenarios ... TEST and TRACKHIT!

TEST scenario is good to try out the new stuff ... It's just a bunch of units clumped together ... good to get your feet wet!
I added some tooltips to help ... but I'll explain more later.

TRACKHIT scenario ... a modified Bulge9 scenario ... using PLUGIN for random enemy and victory points.

No feedback required ... but welcome!

Thanks for playing!

Christmas time!

Posted: Sun Dec 26, 2010 4:35 am
by pomakli
Test report!
:wink:

"Thanks!" for this gift!

:P

"Aim low (track)" munition added!

There are now, different hits, like "Hull hit" and "Turret hit".

A sherman was hit on the hull and the crew bailed out!

Now crew can bail out and I think the one on the hull is dead, because only 4 of the 5 crew appeared.

One is also dead lying on the ground!

For the accuracy statistics, there are 2 different kinds.

One with armour piercing and one with aim low (track)!

Archer was "immobilized!" after a hit and later also "bailed out!", (but paras as crew!)

Immobilized vehicles have this info also on their picture!

:roll:

capture the gun!

Posted: Sun Dec 26, 2010 4:37 am
by pomakli
Really good idea!

But my unit was able to capture the same gun 4 times!

Each time I captured it and was under enemy fire, the crew died and captured again!

That means it was 4 times under enemy fire and wasn't destroyed just crew killed!

:?

"Track hit" for hidden 8 rad !

Posted: Sun Dec 26, 2010 4:42 am
by pomakli
8 rad was hidden!

"Track hit" announced!

Is ther any possibility to chance it for wheeled vehicles?

Misfire is written in red colour!

Good gimmick!

Rally unit function

Posted: Sun Dec 26, 2010 5:04 am
by pomakli
can also sometimes fail!

very good!

CO killed!

Posted: Sun Dec 26, 2010 5:04 am
by pomakli
What is the effect of that to the unit?

More morale lost?

And how is it calculated that this time CO is killed?

Wir ergeben uns!

Posted: Sun Dec 26, 2010 5:06 am
by pomakli
means, "we surrender".

But this was announced also when the units routs!

"Wir verschwinden, los!" will be better IMHO!

"Lets get out here!"

Re: Christmas time!

Posted: Sun Dec 26, 2010 7:47 am
by Merr
Wow ... a lot of feedback! ... thanks ...
pomakli wrote:Test report!
Archer was "immobilized!" after a hit and later also "bailed out!", (but paras as crew!)
Yes ... No new SQUADS.CSV .... crew's are ... Brit Para/ US Ranger/ Volksgrenadier. Note UI graphic name correct, cursor tooltip shows old name :cry: ... I have to ask Pip if there is an extra HELPERS_ function available to change name.

Archer vehicle is unique, has 2 front/rear faces ... Front face=Rear Face when firing. :cry: I'm unable to force Archer to shoot to rear because of this ... internal code, and I'm unable to set FireDirectionOffset to a value of 0. If I could, then it will work.
pomakli wrote: Gun Capture ...
But my unit was able to capture the same gun 4 times!
Each time I captured it and was under enemy fire, the crew died and captured again!
That means it was 4 times under enemy fire and wasn't destroyed just crew killed!
Yes ... capture guns cost 1-man from squad ... can capture over and over. No crew bailout, crew dies, gun does not. Capturing gun forces enemy reaction (OP fire) ... Be cautious when stealing (re-manning) a gun within enemy LOS!
8 rad was hidden!
"Track hit" announced!
Is ther any possibility to chance it for wheeled vehicles?
hmmm, I need to fix that (thought I did) ... Currently, only track hits, can add wheel damage for armored wheeled.
Misfire is written in red colour!

misfire ONLY for captured guns ... 10% chance. Also, captured gun accuracy reduced slighty (opposite % from aimedFire.)
What is the effect of that to the unit?
More morale lost?
And how is it calculated that this time CO is killed?
Rally same effect as Slith Rally bonus (+50 morale) ... Rally Chance (tooltip) drops beyond 3 tiles (for INF), 10 tiles for Tank Commander. Tank Commander has 10% chance to be killed if the turret is hit and crew bails. If vehicle destroyed commander killed. I need to check v097, might be set to 100% for testing. :?
means, "we surrender".
But this was announced also when the units routs!
"Wir verschwinden, los!" will be better IMHO!
"Lets get out here!"
Good idea! .... Note, when tank surrenders, no change from Slith (disappearing unit)... If tank morale less than 100, crew panics, and bails out on next shot.

Keep going .... There is more ! ...
- Engineer/Crew units can REPAIR track/immobilize damage.
- Breakdown when moving causes 1 track hit.
- Bogging down will show BOGGED DOWN on UI... unit cannot pivot until next turn.
- Commander Bonus .... can assign 2 commanders (if unit is silver elite). Limit 2 commanders, when a commander is killed, it will start the cooldown timer, 4 turns!
- Command Transfer .... Can "move" commander from one unit to another adjacent unit (receiving unit must be silver elite or better).
- Ammo Truck ... --- J2J truck ... restores SHOTS and ApCharges (if low), only 1 shot and 1 charge supplied .. costs the truck 4 AP, causes enemy to react if within LOS.

Hmm ... must be more stuff ...

Posted: Sun Dec 26, 2010 3:44 pm
by junk2drive
Did you put reverse move in?

Re: Christmas time!

Posted: Mon Dec 27, 2010 3:38 am
by pomakli
Merr wrote:Hmm ... must be more stuff ...
:lol:

Easy!

We don't have so much time for testing!

:wink:

By the way

"THANKS!"

again to you and "Junk2drive" for the whole work and joy!

Posted: Mon Dec 27, 2010 3:53 am
by Merr
junk2drive wrote:Did you put reverse move in?
Oh yeah ... it's in there, thanks for reminder ...

- Reverse Move .... Turn vehicle facing so the rear faces the tile you want to reverse into ... Move cursor over adjacent tile behind vehicle, should see reverse button ... click tile.

Things not done yet ....
- Bailout BSF .... I need to split the code out of the files and dump into one function :roll:, an interesting project for me, building functions that work correctly. German crews won't retain it's previous experience yet, have to add that in.
- Amaris' passive rally ... not done yet.

Pomakli ? ...
- made sound change for German bailout ... "Wir verschwinden, los!" ... lets get out of here. (sound ID, 182)
- checked "CO KILLED" ... It was still on test setting for HULL hits, was 100% chance to be killed, set to 5% for hull, 10% turret hits.

Thank you Pomakli ... I hope you can make some changes your self ... Only our imagination can hold us back.

Posted: Mon Dec 27, 2010 7:02 am
by Merr
Junk,

One other addition that I decided to leave out .... Crew Upgrade .... however, the crews bailout with no APcharges.

Now, my original "theme" was NO CSV ... this will probably change as I go. First, I wanted to push BA's limits and see how far I could get with just code. Did that, done.

So, since the crews bailout as basic units, I'm going to create crew units and change the skins ...

- Brit Crew ... brit_para ... change beret color (up for debate, probably brown?)
- US Crew ... us_rangers ... khaki uniform?
- German Crew ... brit_para ... panzer black uniform.

If anyone wants to help make skins .... please chime up! Painting is my worse skill.... just look at the Commander Bonus button :roll: .

Anyway .... TrackHit! is going to be an on going project ... I want to del'v into other seperate concepts, like SMOKE and Hidden Minefields.

Merr

Testing the scenario!

Posted: Mon Dec 27, 2010 8:57 am
by pomakli
I made my first move, just moved the sherman he got a hit form the PAK 40 and it was announced "track hit", destroyed with calliope the PAK and then

SURPRISE!

Can move the same Sherman again, by using the rest AP!

BUG?

Re: Testing the scenario!

Posted: Mon Dec 27, 2010 1:25 pm
by Merr
pomakli wrote:I made my first move, just moved the sherman he got a hit form the PAK 40 and it was announced "track hit", destroyed with calliope the PAK and then

SURPRISE!

Can move the same Sherman again, by using the rest AP!

BUG?
Nope ... I forgot to mention (well, it's in my other thread actually) ....

:arrow: First Track Hit = AP reduction ... 1/2 AP.
:arrow: Second Track Hit = Immobilized.

Also, when repairing track @ immobilized damage .... note, it cost 4 AP to repair Track, 8 AP to repair Immobilized, total 12 AP cost for the unit doing the repair (if both needs fixing). Once repaired, the unit that receives the repair has 0 AP, until next turn. And, if the unit repairing only has 8 AP, and tries to repair a tank that has both track and immobilize damage, it will repair track FIRST ... then, of course, not enough AP to fix immobilize ... wait next turn.

Thanks!

Posted: Mon Jan 03, 2011 2:56 am
by junk2drive
Took some time for BA tonight. Shot the first gun I saw. Several shots and the crew bailed. I killed the crew. Not able to capture the gun. ? Destroyed a StuG, let the crew run away. Not able to capture. ?

Some tanks didn't have reverse. Maybe they didn't have enough AP left.

US tankers had tan jackets like the pictures of Patton. I make you one.

Commander bonus button is ok.

Posted: Mon Jan 03, 2011 3:49 am
by junk2drive
I made a texture from the Ranger and removed the ammo belt. I can't get it to show up in game.

Posted: Tue Jan 04, 2011 1:17 pm
by Merr
Thanks for trying it out.

junk2drive wrote:Took some time for BA tonight. Shot the first gun I saw. Several shots and the crew bailed. I killed the crew. Not able to capture the gun. ? Destroyed a StuG, let the crew run away. Not able to capture. ?
Only INF can capture a GUN, costs 4 AP, has to have at least 2 men, and must not be surpressed ... can't capture tanks (capture GUN routine, not an all_capture)
Some tanks didn't have reverse. Maybe they didn't have enough AP left.
Perhaps ... it costs double AP of the tile you're trying to back up into(8 AP). Also, you still have to follow the same routine when backing up, even though it appears that the rear facing is already facing the tile ... so, turn the vehicle again to line up the rear facing to the tile you want to back up to. Basically, the rear facing has to fall within a 1 degree alignment to the tile ... This was done to prevent the tank from side-stepping (slipping) into the tile ... using the TURN action ensures the facing falls within that 1 degree.

Where do I download this zip file???

Posted: Fri Mar 18, 2011 8:56 pm
by Jonesy1760
What folder in BA should I load this into?
Thanks

Posted: Sat Mar 19, 2011 12:47 am
by junk2drive
Open the zip and extract the folder into your MyDocuments\MyGames\BBCBA\Campaigns folder.

Thanks

Posted: Sat Mar 19, 2011 2:21 am
by Jonesy1760
OK..thanks....lets see whats in this!!!