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Kyth
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« Reply #90 on: May 29, 2011, 08:19:48 AM » |
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iceman i have a question of my own.The sector script in which you give the rotation axis to the unit of your choice(from - 180 to + 180) should it be enabled first in your line of script?I have tried to impart a direction to my units using the rorate AI function and itr works Ok with infantry and guns bu the tanks and APCs keep looking towards the North no matter what I tell them to do through the sector script( i ahev tried 45, 90, 180, 135, -45 dgrees and no go they just are facing the north at the onset of a mission?Could this be a bug in the coding? Or something I am nto doing right? Please advise.
Thanks
Exactly the results I got, they're all like little compasses, always pointing north 
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"What am I, chopped liver..?"
"Yes."
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Kyth
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« Reply #91 on: May 29, 2011, 11:08:18 AM » |
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Could you maybe post your script file of this test? but I don't know how command "sector" works either  Perhaps, it's smth vs "sector fire". Perhaps the all knowing, magical, mystical Kyth might know  Half-knowing Kyth would venture a guess that the sector / rotate command doesn't work for AFV's. He would recommend looking at the 'lay of the land' to see whether defense zones are satisfactory to the AI. Kyth would also recommend experimenting to see which is which. In his great mercy, he will now stop referring to himself in the third-person. 
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"What am I, chopped liver..?"
"Yes."
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hemisent
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« Reply #92 on: May 29, 2011, 03:17:50 PM » |
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iceman i have a question of my own.The sector script in which you give the rotation axis to the unit of your choice(from - 180 to + 180) should it be enabled first in your line of script?I have tried to impart a direction to my units using the rorate AI function and itr works Ok with infantry and guns bu the tanks and APCs keep looking towards the North no matter what I tell them to do through the sector script( i ahev tried 45, 90, 180, 135, -45 dgrees and no go they just are facing the north at the onset of a mission?Could this be a bug in the coding? Or something I am nto doing right? Please advise.
Thanks
I've pretty much mirrored the above with tank units and no luck whatever. Haven't tried any other units yet. Playing with the directional arrows has no effect. And after actually inspecting the lay of the land I agree that my units do seem to search for the best terrain, still always pointing north wherever they choose to park.
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Iceman
Moderator
Oberstleutnant
    
Posts: 138
*Graviteam* (Assistant Deputy Backup Courier)
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« Reply #93 on: May 29, 2011, 05:29:16 PM » |
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Iceman, Now I have a question about the Mission Editor too.  What do the script commands "load_gv" and "save_gv" do, and how do I use them in a script? I don't know  . I never used this command, and I think that our programmers will also don't remember any more  I've looked over the missions that used 'ai_defense' and it looks like the AI definitely kicks in: - Units prefer to go into 'hull-down' position; which may not be hull-down relative to the enemy
- Units appear to prefer the rear-slope vs forward-slope as a defense position; again, not always the correct choice vs the enemy.
- Units appear to go looking for some combination of the above, and charge ahead if no suitable position's found
'Hull-down' positions are obscured by terrain, 250m - 500m out. That might explain why they point the wrong way, sometimes  If in command ai_defence aren't specified exact contours (position), then divisions will search for special tactical places for defense within the zone set by you (250-500 m). For example, for most of the trenches for the tanks and infantry in the polygons(maps) was added special tactical features. If divisions don't find in a zone for defense of such places they will search for something approaching, and will probably find not so good place. AI here isn't ideal.  iceman i have a question of my own.The sector script in which you give the rotation axis to the unit of your choice(from - 180 to + 180) should it be enabled first in your line of script?I have tried to impart a direction to my units using the rorate AI function and itr works Ok with infantry and guns bu the tanks and APCs keep looking towards the North no matter what I tell them to do through the sector script( i ahev tried 45, 90, 180, 135, -45 dgrees and no go they just are facing the north at the onset of a mission?Could this be a bug in the coding? Or something I am nto doing right? Please advise.
Thanks
You can use not only command ai_rotate. You can set a direction for the technician and infantry by contours. Press the button #1 (from picture) and you will appoint all to contour points an identical direction by default.  Here you can see that the tanks before the start of the mission are turned in the necessary direction (not North). Also, when divisions become in contours for defense, they will be guided how contour points are turned.  ----- P.S. Also forgive me my bad English  P.P.S. to frinik. Please, put space characters between a dots and the first letters of the following offer. As I spoke - my English is poor, and my stupid auto-translator can't decipher it.  P.P.P.S. I joke. I put space characters in the auto-translator manually 
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 дополнительный Помощник младшего Заместителя вспомогательного Курьера
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frinik
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« Reply #94 on: May 29, 2011, 06:22:37 PM » |
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Thank you very much Iceman and don't worry your English is quite fine! Thanks for coming to this forum as your presence is very much appreciated with all the unaswered questions we all have! Everything you say help us enjoy this great game that Graviteam made 
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lockie
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« Reply #95 on: May 29, 2011, 06:37:17 PM » |
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Here is a simple script to check out how command "ai_rotate" works. And u may see that this command doesn't work at all. The infantry(almost all soldiers) is always looks to the north and tank to the west. It doesn't matter what degrees to rotate u'll apply or which direction the contours are oriented.  //script sc_sov_move_01() {
ext, ai_form, 2; ext, ai_setstate, 0, 0x2; ext, ai_move, sov_tac_01, false, -1, 15; ext, ai_exit, false; ext, ai_form, 0; ext, ai_defence, sov_def_01, 10, 500; ext, ai_rotate, 180; wait_time, 1; ext, ai_rotate, 180; wait_time, 1; ext, ai_rotate, -90; wait_time, 1; ext, ai_rotate, 90; wait_time, 1; ext, ai_rotate, -45; }
//positions cs_positions() { ext, add_trench, 0, sov_inf_def_02, -1, 0, sov_def_01; ext, add_trench, 0, sov_inf_def_01, -1, 0, sov_def_01; ext, add_trench, 0, sov_inf_def_03, -1, 0, sov_def_01; ext, add_trench, 1, sov_pos_teh_01, 1, 1, sov_def_01; ext, add_trench, 1, sov_pos_teh_02, 1, 1, sov_def_01; ext, add_trench, 1, sov_pos_teh_03, 1, 1, sov_def_01; }
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I like shoot the bricks.
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hemisent
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« Reply #96 on: May 30, 2011, 07:46:57 PM » |
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I'm finding that when in the ME and I pull up the scripts file to edit it I notice that whatever changes I make manually are never saved. I can Save/Reload as often as I can and still nothing saves. If I go into the actual directory and modify the scripts file it saves in the directory but not in the ME's version of it. Only if I save the directory file then start the game itself, then exit will I find my changes are now in the ME's version. What am I doing wrong here?
Also, starting to get into editing, placing map symbols and texts...boy that's another can of worms, Sheesh!
Cheers all H
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Kyth
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« Reply #97 on: May 31, 2011, 01:35:57 AM » |
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I'm finding that when in the ME and I pull up the scripts file to edit it I notice that whatever changes I make manually are never saved. I can Save/Reload as often as I can and still nothing saves.
The script file can be saved separately. I assume you use Notepad, so just save the file using Notepad first, before closing it. Back in the Mission Editor, don't save again, just reload the mission for the script-file changes to take effect. Also, starting to get into editing, placing map symbols and texts...boy that's another can of worms, Sheesh!
Now, that's the most fun part (after AI testing) 
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« Last Edit: May 31, 2011, 03:34:43 AM by Kyth »
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"What am I, chopped liver..?"
"Yes."
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Iceman
Moderator
Oberstleutnant
    
Posts: 138
*Graviteam* (Assistant Deputy Backup Courier)
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« Reply #98 on: May 31, 2011, 09:37:37 AM » |
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Here is a simple script to check out how command "ai_rotate" works. And u may see that this command doesn't work at all. The infantry(almost all soldiers) is always looks to the north and tank to the west. It doesn't matter what degrees to rotate u'll apply or which direction the contours are oriented. maybe really bug in command ai_rotate
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 дополнительный Помощник младшего Заместителя вспомогательного Курьера
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hemisent
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« Reply #99 on: May 31, 2011, 02:38:38 PM » |
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Also, starting to get into editing, placing map symbols and texts...boy that's another can of worms, Sheesh! Now, that's the most fun part (after AI testing)  And guess who I think has most of the answers........ 
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frinik
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« Reply #100 on: May 31, 2011, 03:09:11 PM » |
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MMMMMM a wild guess somebody whose first name happens to start with the letter that come before L but definitely after J?  I am afraid Iceman that indeed there's a bug with the ai rotate sector command.It only works sometimes but based on our collective, empirical experience yes....
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« Last Edit: May 31, 2011, 03:10:53 PM by frinik »
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hemisent
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« Reply #101 on: May 31, 2011, 09:47:23 PM » |
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Ok, here's my first question on adding symbols to the map in the ME. After having gone over the manual along with every thread relating to the ME & texts or symbols on this forum here's where I'm at(hopelessly lost as usual).
I've used the short tutorial by Rends as my starting point to add road signs and it worked perfectly.
here's the mission scripts file: cs_map() { ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_orel1_vesniny, 0, map_road_vesniny, -1, true, 0; road sign to vesniny works perfectly
ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_attack_rub, 0, attack_rub, -1, true, 0; does not work? }
And the mission .text file: loc_rus()
{ txt_md_orel1_vesniny () { To Vesniny; } this works txt_md_attack_rub() this does not work? }
Using the symbols in the manual pg57 I chose the "attack_rub" symbol to start. I've used Rend's example to begin but it will not show up on the map in the game.
I've been looking at Kyth's single missions to figure out my error but can't come up with what I'm doing wrong. Any help would be greatly appreciated.
Cheers H
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« Last Edit: May 31, 2011, 09:50:20 PM by hemisent »
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Kyth
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« Reply #102 on: June 01, 2011, 03:22:53 AM » |
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cs_map() { ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_orel1_vesniny, 0, map_road_vesniny, -1, true, 0; road sign to vesniny works perfectly
ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_attack_rub, 0, attack_rub, -1, true, 0; does not work? }
And the mission .text file: loc_rus()
{ txt_md_orel1_vesniny () { To Vesniny; } this works txt_md_attack_rub() this does not work? }
I assume you want to place an "attack_rub" symbol on the map? Some pointers: ext, add_mo, map0, arrow0, 0x80006000, 0x80202020, 1.5, txt_md_attack_rub, 0, attack_rub, -1, true, 0;- better to name the map position and text as something other than "attack_rub", which is the actual identifier for the map symbol. A better choice would be "start" or "start_position"- the "attack_rub" symbol identifier should be specified here instead of "arrow", which is the road-sign symbol.txt_md_attack_rub() - This is optional; you can specify the text to be displayed with the map symbol, for example: {Armour deployment zone 1;}
In summary, here are the suggested changes: ext, add_mo, map0, attack_rub, 0x80006000, 0x80202020, 1.5, txt_md_ger_startzone1, 0, startzone1, -1, true, 0;
txt_md_ger_startzone1() { Armour deployment zone 1;}
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« Last Edit: June 01, 2011, 05:56:41 PM by Kyth »
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"What am I, chopped liver..?"
"Yes."
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whukid
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« Reply #103 on: June 01, 2011, 04:05:53 AM » |
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I pose a simple question to all of you; What if I was colorblind?
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Kyth
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« Reply #104 on: June 01, 2011, 04:11:27 AM » |
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That would depend whether it's red-green or yellow-blue! In rare cases, everything's in shades of grey,  How do you do your texture mods, then?
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"What am I, chopped liver..?"
"Yes."
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