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hemisent
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« Reply #30 on: May 20, 2011, 03:03:40 AM » |
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Ok, cool. Will give it a try-thanks
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hemisent
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« Reply #31 on: May 20, 2011, 03:21:25 AM » |
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I'm trying to get my 3 tank unit to follow along a road (in line formation)to a given area and set up a defense position in trees 3 tanks abreast. I've got the outlines set and I set the operations to "defense" but upon running the mission in the ME, my tanks go everywhere but the desired location. Do I need to set the operation to "movement" first to get them to the site? If so how do I have them take the defensive posture on site in the trees. Does that call for a second outline on top of the first?
May I have a look at the script for the unit? It's in the <mission name>_scripts.engscr file. I'll reproduce some of my earlier instructions here: If your tanks aren't dug-in, and they're on the move, you'll want to prepare some 'defensive contours' for them, single-point ones, at their destination:

Those 3 contours are grouped into a position, simply called 'hill', in the mission editor.
Viewed in the script file, they're listed as:
cs_positions() {
ext, add_trench, 1, def1, -1, 1, hill; ext, add_trench, 1, def3, -1, 1, hill; ext, add_trench, 1, def2, -1, 1, hill; }
(the format for each line is ext, add_trench, type ( 0 = infantry 1=vehicle ), contour name, number of positions (-1 = autocalculate), type (again!), defense position name)
To restrict each contour to one vehicle only, edit the block:
cs_positions() {
ext, add_trench, 1, def1, 1, 1, hill; ext, add_trench, 1, def3, 1, 1, hill; ext, add_trench, 1, def2, 1, 1, hill; }
To use the defensive position, the script for the tank unit has to look like this:
ext, ai_move, germove2_02b, false, -1, 15; ext, ai_defence, hill, 15, 150;On another note to Kyth- Just now got this to work. However, all three of my test tanks parked in exactly opposite the direction of directional arrow. I know I did this right because I have an AT gun nearby that set itself perfectly. Any thoughts on what might have happened. As a side question. Are there any maps that have a rail line or rail tracks in them?
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Kyth
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« Reply #32 on: May 20, 2011, 04:13:52 AM » |
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On another note to Kyth- Just now got this to work. However, all three of my test tanks parked in exactly opposite the direction of directional arrow. I know I did this right because I have an AT gun nearby that set itself perfectly. Any thoughts on what might have happened.
It might be easier if I have a look at your script file, (the entire script file) As a side question. Are there any maps that have a rail line or rail tracks in them?
There aren't any railroad tracks in the maps,
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"What am I, chopped liver..?"
"Yes."
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whukid
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« Reply #33 on: May 20, 2011, 04:28:22 AM » |
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On another note to Kyth- Just now got this to work. However, all three of my test tanks parked in exactly opposite the direction of directional arrow. I know I did this right because I have an AT gun nearby that set itself perfectly. Any thoughts on what might have happened.
It might be easier if I have a look at your script file, (the entire script file) As a side question. Are there any maps that have a rail line or rail tracks in them?
There aren't any railroad tracks in the maps, To the all-knowing Kyth, What files do I need to copy/edit to create the Finnish vehicles? I've edited just about every single one of them, but to no avail.  Secondly, and more on topic, is there a way to enable an "ambush" mode in the Mission editor?
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Kyth
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« Reply #34 on: May 20, 2011, 05:00:58 AM » |
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[What files do I need to copy/edit to create the Finnish vehicles? I've edited just about every single one of them, but to no avail.  It's like importing new models to the game. Take a look at the Vehicle import tutorial (section 2) on this forum. You need new .go files, separate from the existing ones - copy and rename them. You'll have to setup a new nationality in the Common_res file. - Name of the nationality and 'call-signs' - Friend or Foe relationship with other nationalities. Incidentally, other than German, Russian and 'target' there are some others like Rumanian, Hungarian and Italian, which already exist - you could take a look at how they're set up, Secondly, and more on topic, is there a way to enable an "ambush" mode in the Mission editor?
There's a script command for 'ambush'; specify the distance to open fire.
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« Last Edit: May 20, 2011, 05:37:32 AM by Kyth »
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"What am I, chopped liver..?"
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« Reply #35 on: May 20, 2011, 06:19:52 AM » |
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[What files do I need to copy/edit to create the Finnish vehicles? I've edited just about every single one of them, but to no avail.  It's like importing new models to the game. Take a look at the Vehicle import tutorial (section 2) on this forum. You need new .go files, separate from the existing ones - copy and rename them. You'll have to setup a new nationality in the Common_res file. - Name of the nationality and 'call-signs' - Friend or Foe relationship with other nationalities. Incidentally, other than German, Russian and 'target' there are some others like Rumanian, Hungarian and Italian, which already exist - you could take a look at how they're set up, Secondly, and more on topic, is there a way to enable an "ambush" mode in the Mission editor?
There's a script command for 'ambush'; specify the distance to open fire. Thank you very much 
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hemisent
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« Reply #36 on: May 20, 2011, 01:04:21 PM » |
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Ok Kyth Here it is. This is my mission testing different types of vehicle movement. They come out of woods scattered and form into a column following a road to a wooded area then move freely to an ambush/defence area. everything is working ok now except for the tanks not parking in the right direction.
Have I got this right or are there errors I'm not catching? Do you need anything else.?
ext, ai_form, 2; ext, ai_setstate, 0, 0x4; ext, ai_setstate, 0x1, 0x1; ext, ai_move, road wp01, false, -1, 15; ext, ai_move, road wp02, false, -1, 15; ext, ai_move, road wp03, false, -1, 15; ext, ai_move, road wp04, false, -1, 15; ext, ai_move, road wp05, false, -1, 15; ext, ai_setstate, 0, 0; ext, ai_form, 0; ext, ai_setstate, 0, 0; ext, ai_move, path wp06, false, -1, 15; ext, ai_move, path wp07, false, -1, 15; ext, ai_move, path wp08, false, -1, 15; ext, ai_move, path wp09, false, -1, 15; ext, ai_move, path wp10, false, -1, 15; ext, ai_move, amb01, false, -1, 15; ext, ai_defence, hill, 15, 150; }
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Kyth
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« Reply #37 on: May 20, 2011, 01:21:15 PM » |
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The following lines don't appear to make sense: ext, ai_form, 2; ext, ai_setstate, 0, 0x4; ext, ai_setstate, 0x1, 0x1; ext, ai_move, road wp01, false, -1, 15; ext, ai_move, road wp02, false, -1, 15; ext, ai_move, road wp03, false, -1, 15; ext, ai_move, road wp04, false, -1, 15; ext, ai_move, road wp05, false, -1, 15; ext, ai_setstate, 0, 0; ext, ai_form, 0; ext, ai_setstate, 0, 0; ext, ai_move, path wp06, false, -1, 15; ext, ai_move, path wp07, false, -1, 15; ext, ai_move, path wp08, false, -1, 15; ext, ai_move, path wp09, false, -1, 15; ext, ai_move, path wp10, false, -1, 15; ext, ai_move, amb01, false, -1, 15; ext, ai_defence, hill, 15, 150; What state do you want to set / turn off? Refer back to my earlier example of switching modes on and off. Also, you might want to turn off the ' imperceptible' setting, or don't use it at all, unless you really want them to save ammo  By the way, I'd like to look at the 'cs_positions' block.
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"What am I, chopped liver..?"
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« Reply #38 on: May 20, 2011, 03:37:27 PM » |
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Thanks Kyth Here you go. I wasn't really sure what "imperceptibly" did other than you recommended turning it on along with "among the road" in perimeters box.
cs_positions() {
ext, add_trench, 1, amb01, -1, 1, hill; ext, add_trench, 1, amb02, -1, 1, hill; ext, add_trench, 1, amb03, -1, 1, hill; }
Also, I just checked my ME.
ext, ai_form, 2; ext, ai_setstate, 0, 0x4; mode of movement to imperceptibly ext, ai_setstate, 0x1, 0x1; mode of movement to among the road
ext, ai_setstate, 0, 0; you're right-this does nothing-i'll delete it ext, ai_form, 0; ext, ai_setstate, 0, 0; this changes mode of movement back to none-getting rid of "among the road" I want the vehicles to move freely through the woods.
Also I just noticed this: ext, add_trench, 1, amb01, -1, 1, hill; ext, add_trench, 1, amb02, -1, 1, hill; ext, add_trench, 1, amb03, -1, 1, hill; I changed these to read 1 per your instructions-now I see they reverted back-how do I save them correctly?
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Kyth
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« Reply #39 on: May 20, 2011, 03:55:10 PM » |
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Okay I see the problem(s)  4 points I need to make: - Use Notepad to edit and save the cs_positions() block.
- The 'Imperceptible' setting is to prevent the unit from firing or taking any aggressive action. Better switch it off when they reach the battle zone.
- Either set (switch on) or reset (switch off) a state; don't do both to the same state in the same line,
- The last movement point appears redundant: ext, ai_move, amb01, false, -1, 15;. Just make sure that the previous point, wp10, is within 150 metres of the defense position.
Do take a look at the actual example I gave, they're not just random squiggles  ext, ai_setstate, 0, 0x1; (Turn on "Along the road") ext, ai_setstate, 0, 0x4; (Turn on "Imperceptible") ext, ai_move, GMoves03_001, false, -1, 15; (Waypoints 1 to 6) ext, ai_move, GMoves03_002, false, -1, 15; " ext, ai_move, GMoves03_003, false, -1, 15; " ext, ai_move, GMoves03_004, false, -1, 15; " ext, ai_move, GMoves03_005, false, -1, 15; " ext, ai_move, GMoves03_006, false, -1, 15; " ext, ai_setstate, 0x4, 0; (Turn off "Imperceptible") ext, ai_setstate, 0x1, 0; (Turn off "Along the road")
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« Last Edit: May 20, 2011, 03:59:18 PM by Kyth »
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"What am I, chopped liver..?"
"Yes."
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frinik
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« Reply #40 on: May 20, 2011, 11:46:47 PM » |
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Kyth I must say that I am impressed by the depth of your knowledge( I am sure I am not the only one!) of SF, of the ME and of the technical details that go into mission creation etc.Sometimes it feels like you created the game  I am awarding you a honorary Master's Degree in SteFulogy from the University of Kharkov for your extanksive knowledge and your outstanding contribution to our love and appreciation of this great sim and its intricacies!  Jokes aside, you truly have an encyclopedic knowledge and if we had you writing both the editor and users manuals I think we wouldn't need this forum anymore....
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« Last Edit: May 21, 2011, 02:37:09 AM by frinik »
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Kyth
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« Reply #41 on: May 20, 2011, 11:57:47 PM » |
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 I hope everyone can follow this little discussion, it's not total gibberish,
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"What am I, chopped liver..?"
"Yes."
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hemisent
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« Reply #42 on: May 21, 2011, 12:07:57 AM » |
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Kyth Thanks for the help. I've redone a few lines as you suggested and the units move as I want them to. The only problem remaining is that when my units actually park themselves in their 3 respective locations they all turn 180 deg opposite the directional arrow(away from the enemy). This I don't get. I'm going to try to reverse the arrow and see what happens. Also, I'm trying out Lockie's suggestion about the tank cfg file and the files all open in notepad but they're mostly gibberish. Any easy ways to make them readable you can suggest? Cheers All H Update** Tried changing the directional arrow-made no difference. The tanks parked in whichever direction they felt like. 
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« Last Edit: May 21, 2011, 12:20:32 AM by hemisent »
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Kyth
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« Reply #43 on: May 21, 2011, 12:56:43 AM » |
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 I hope you can show me the script and positions again. If all else fails, send me the mission that you're creating and we'll see.
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"What am I, chopped liver..?"
"Yes."
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hemisent
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« Reply #44 on: May 21, 2011, 03:09:11 AM » |
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Kyth Here's the scripts
ext, ai_form, 2; ext, ai_setstate, 0, 0x4; ext, ai_setstate, 0, 0x1; ext, ai_move, road wp01, false, -1, 15; ext, ai_move, road wp02, false, -1, 15; ext, ai_move, road wp03, false, -1, 15; ext, ai_move, road wp04, false, -1, 15; ext, ai_move, road wp05, false, -1, 15; ext, ai_setstate, 0, 0; ext, ai_form, 0; ext, ai_setstate, 0, 0; ext, ai_move, path wp06, false, -1, 15; ext, ai_move, path wp07, false, -1, 15; ext, ai_move, path wp08, false, -1, 15; ext, ai_move, path wp09, false, -1, 15; ext, ai_move, path wp10, false, -1, 15; ext, ai_move, amb01, false, -1, 15; ext, ai_defence, hill, 15, 150;
After changing 1, in the actual game folder it stuck. Seems the changes to script file from the ME don't save all the time.
ext, add_trench, 1, amb01, 1, 1, hill; ext, add_trench, 1, amb02, 1, 1, hill; ext, add_trench, 1, amb03, 1, 1, hill;
If you want the actual mission let me know.
Thanks again H
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