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hemisent
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« Reply #240 on: October 12, 2011, 08:57:56 PM »

  In the ME Triggers section "The efficiency of the unit has decreased" line, at the bottom under perimeters. I understand this is where the designators AA, AB etc can be placed. If I have a division(player) with 3 vehicles(tanks) as I understand it they would be designated AA(player/commander) AB and AC. If I add a second identical division of 3 tanks would they be labeled BA, BB, and BC? And a third? CA, CB and CC?

  I've read and re read the past threads dealing with this and I'm still confused.

  What I'm trying to do is link a message to the loss of vehicles. Such as: "One of third platoon's Tigers just got hit"  or  "Second platoon only has one Tiger left"

  I got this idea from the recent remake of yl's mission using Rends' map where he's linking the survival of units to mission failure or success.

 And Kyth, yes the mission is just about ready-was out of town plus work is crazy lately...at least I have a job so I'm not complaining.
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Kyth
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« Reply #241 on: October 12, 2011, 11:10:22 PM »

For tanks, its AA, BA, CA (1st, 2nd and 3rd tanks) in each and every platoon.

I recall one useful discussion:

http://graviteam.com/forum/index.php?topic=3679.0
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hemisent
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« Reply #242 on: October 13, 2011, 09:17:42 PM »

Hi Kyth
 Thanks for the fast reply. Your example is the one I was referring to. So lets say there are three tank divisions:
tank_div01 (player)
tank_div02 (2nd platoon)
tank_div03 (3rd platoon)

I would link the trigger "The efficiency of the unit has decreased" line with tank_div01
and the individual units are AA, BA & CA.

Does that mean that if I link the division tank_div02 the individual units would still be
AA, BA & CA?? And the same with tank_div01??

Where then does the designator BA, BB and BC come into play as you were discussing in the thread? That's where I'm confused.

And since we're talking about the loss of a single tank in a 3 unit division would the "threshold/time" slider be set at 3?

Thanks again
H
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Kyth
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« Reply #243 on: October 13, 2011, 11:30:03 PM »


Does that mean that if I link the division tank_div02 the individual units would still be
AA, BA & CA?? And the same with tank_div01??


Yes,


Where then does the designator BA, BB and BC come into play as you were discussing in the thread? That's where I'm confused.


Grenadier platoons are designated this way, (1st squad, 2nd squad, 3rd squad, 4th squad). It depends how it's listed in the 'common_units' file:

Quote
An infantry platoon (for example a platoon of grenadiers) is defined this way in the ''common_units.engcfg' file:

wer_platoon_gren1,0,1,wer_com_gren,1,wer_squad_gren1,3,,,,,,;

The entire platoon is a "subgroup" labelled A.
The vehicles / squads are labelled as AA, AB, AC and AD respectively.

A mixed platoon ( for example 3 Panzer III & Grenadier Platoon):

wer_platoon_mtank2,0,1,wer_mtank,3,wer_platoon_gren1,1,,,,,,;
There are 4 subgroups ( 3 'wer_mtank' and 1 'wer_platoon_gren1' ) which are designated as A, B, C and D.

The various vehicles are designated:

AA (1st Panzer III)
BA (2nd Panzer III)
CA (3rd Panzer III)
DA (Sk251/10 & Command squad)
DB (Sk251/1 & 1st Squad)
DC (Sk251/1 & 2nd Squad)
DD (Sk251/1 & 3rd Squad)


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hemisent
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« Reply #244 on: October 14, 2011, 02:50:01 AM »

OK!
 I think I've got it. I was unclear on the distinction between the tank only units and the infantry related units. The light bulb just went off 9even tho it's still a bit dim).

  As always your wealth of knowledge on this is amazing.

Cheers!
H
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frinik
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« Reply #245 on: October 14, 2011, 08:51:56 AM »

Kyth's knowledge on SF's inner working is uncanny.I think he knows more about the game than its creators.Unless he happens to be one of them? Wink
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Kyth
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« Reply #246 on: October 14, 2011, 09:13:30 AM »

You all just need to apply yourself a bit more, to reach the same levels of amazing and uncanny.  Shocked

Remember if I can do it, so can you  Grin
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frinik
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« Reply #247 on: October 14, 2011, 03:13:16 PM »

 You are absolutely right Kyth!However my interests lie more in the tweaking I am afraid Grin
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Rends
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WWW
« Reply #248 on: October 14, 2011, 11:41:38 PM »

Is there a way to fail a mission if a friendly platoon got destroyed?
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Kyth
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« Reply #249 on: October 15, 2011, 12:23:34 AM »

That would be using the 'efficiency of group / object has decreased' triggers. The threshold would be either 3 or 4,
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hemisent
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« Reply #250 on: October 23, 2011, 09:37:13 PM »

Hi guys
 I'm noticing something stupid recently and wondering if anyone's had this happen. My old bugaboo from quite awhile ago, the text brief in the loc_data.text file is rearing its ugly head. I have had this operating for quite sometime now with no problems. However recently I discovered that for whatever reason the brief is not showing up on game start. All the in game messages are ok but the actual initial brief is absent.

 The downloaded mission briefs are there but whatever I personally enter is missing. Thinking that perhaps I've screwed something up I went back over the earlier replies in this thread and checked my work. I've even copied/pasted entire text briefs from others' missions but no luck.

Below is the simplest of tests in a mission titled test_mission and even the word Boo! will not come up.

loc_rus()
{

          txt_brief_test_mission() { BOO!; }


What I do notice is that on mission start where the briefing screen is blank the slider on the right is half way down, almost as if the game recognizes something is supposed to be there but it will not show the words/text. Could this be from me recently cleaning out the JSGME and re enabling the patches and mods when I installed NTA 1.3?

Thanks in advance

H




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Rends
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« Reply #251 on: October 23, 2011, 09:50:11 PM »

Did you check your mapname_scripts.engscr file?

In the cs_main section there should be the entry with the exact same name:

This is from one of my missions (rds1)

cs_main()
{

   ext, add_misobj, brief, map_rds1karte, 4, txt_brief_Rds1, txt_rds1_order;
   nop;
   ext, sel_waypoint, Dorf_ziel1, 0xff00a040, txt_md_zwischensiegcontour, 0;

Where i marked it bold there should be following entry:  txt_brief_test_mission in your mission

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hemisent
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« Reply #252 on: October 23, 2011, 10:16:37 PM »

Rends
 That was it. I never thought to confirm in the cs_main section

Thank you
H
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Kyth
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« Reply #253 on: October 24, 2011, 06:39:37 AM »


Arrgh...

Here's a blast from the past:


 what I would like is a short, step by step guide to the initial mission briefing.


Hi,

Actually adding the lines for the initial briefing is one of the easier things.  Grin

Take the example below:

   ext, add_misobj, brief, map_ritmental, 4, txt_brief_testmission_1, txt_mis_order;
   nop;


The 1st line consists of:

- The command ext, add_misobj (add mission objective)
- Name of the objective, in this case just 'brief'
- Contour on the map. Supposedly the location of the ultimate objective. But you can leave it blank also,
- Status of the objective ( 4 - information only )
- Text string for the briefing, goes into the main box in the briefing screen.
- Text string for a description, goes into the side-box in the briefing screen. In this case, use the txt_mis_order string - "Mission"

The 2nd line, which is 'nop;' (no operation) indicates that the game should pause here and wait for the player to start.   

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hemisent
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Posts: 293


« Reply #254 on: October 29, 2011, 10:35:59 PM »

Hi Guys
 I find myself going back to Kyth's missions for ideas and one thing that I've not found in any threads is a question dealing with multiple "string array" messages. I have a working string array in my cs_radio() block in a test mission. I have 5 messages showing up in sequence...no problem. I wondered what would happen if I made a second string in cs_radio2(). I put an additional 5 messages together in cs_radio2() and they are now working however it seems like the game over rides the first. Since I inserted the 2nd radio block the original CS_radio() now only shows the very first message in the string and ignores the rest.

 Has anyone ever tried this before and if so is it possible? I may have something wrong but can't see what as both arrays work, only not together.

Cheers All!
H
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Kyth
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« Reply #255 on: October 30, 2011, 05:31:20 AM »

Hi Guys
 I find myself going back to Kyth's missions for ideas and one thing that I've not found in any threads is a question dealing with multiple "string array" messages. I have a working string array in my cs_radio() block in a test mission. I have 5 messages showing up in sequence...no problem. I wondered what would happen if I made a second string in cs_radio2(). I put an additional 5 messages together in cs_radio2() and they are now working however it seems like the game over rides the first. Since I inserted the 2nd radio block the original CS_radio() now only shows the very first message in the string and ignores the rest.

 Has anyone ever tried this before and if so is it possible? I may have something wrong but can't see what as both arrays work, only not together.

Cheers All!
H

If you could show us the cs_radio() and cs_radio2() blocks, we might find the problem,
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hemisent
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Posts: 293


« Reply #256 on: October 30, 2011, 03:40:55 PM »

Hi Kyth
 Here's the two radio blocks. I am playing with the idea of having one block specifically for the player unit and the second block for a separate unit. Both of these blocks are happening at roughly the same time in game.


cs_radio()
{

   wait_time, 2;
   ext, add_text, txt_testmission_message1, 0xff000080, 5, 0;
   ext, wait_tr, trig01_woods;
   ext, add_text, txt_testmission_message1, 0xff000080, 5, 1;
   ext, wait_tr, waypoint02;
   ext, add_text, txt_testmission_message1, 0xff000080, 5, 2;
   ext, wait_tr, waypoint02;
   wait_time, 10;
   ext, add_text, txt_testmission_message1, 0xff000080, 5, 3;
}

cs_radio2()
{

   wait_time, 8;
   ext, add_text, txt_testmission_message2, 0xff000080, 5, 0;
   ext, wait_tr, adler_woods;
   ext, add_text, txt_testmission_message2, 0xff000080, 5, 1;   
        wait_time, 5;
        ext, add_text, txt_testmission_message2, 0xff000080, 5, 2;   
        ext, wait_tr, adler_outofwoods;
        wait_time, 10;
        ext, add_text, txt_testmission_message2, 0xff000080, 5, 3;             
        ext, wait_tr, adler_outofwoods;
        wait_time, 15;
        ext, add_text, txt_testmission_message2, 0xff000080, 5, 4;
   ext, wait_tr, adler_endzone;
   ext, add_text, txt_testmission_message2, 0xff000080, 5, 5;


As I said, both strings play ok by themselves.When both blocks are used then cs_radio1 only plays the initial message and radio2 plays out in full sequence.

I'm guessing it has something to do with the timing but..............

Anyway, thanks Kyth for giving it a look.

Cheers
H


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lockie
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« Reply #257 on: October 30, 2011, 05:16:47 PM »

Here's the two radio blocks. I am playing with the idea of having one block specifically for the player unit and the second block for a separate unit.
I think, u've everth. mixed up Smiley
What I'd like to suggest, make for each trigger - only one message radio. For example, see a mission for "Churchill", as my point it'll be more easy and u won't be confused, imho.
« Last Edit: October 30, 2011, 05:38:19 PM by lockie » Logged

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hemisent
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« Reply #258 on: October 30, 2011, 06:43:35 PM »

Thanks Lockie
 This is just something I was playing around with. One of those "what if" ideas. Don't know if the game limits you to a single string or allows more than one message string. You're right, it does get confusing.

H
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hemisent
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« Reply #259 on: October 30, 2011, 07:34:09 PM »

Hey Guys
  Success! After playing around with timing I got three message strings to play out. One string for the lead unit, one string for a second unit and a third for an overall back and forth between the two units.

cs_radio()
{

   wait_time, 2;
   ext, add_text, txt_testmission_message1, 0xff000080, 5, 0;
   ext, wait_tr, trig01_woods;
   ext, add_text, txt_testmission_message1, 0xff000080, 5, 1;
   ext, wait_tr, waypoint02;
   ext, add_text, txt_testmission_message1, 0xff000080, 5, 2;
   ext, wait_tr, waypoint02;
   wait_time, 10;
   ext, add_text, txt_testmission_message1, 0xff000080, 5, 3;
}

cs_radio2()
{

   wait_time, 8;
   ext, add_text, txt_testmission_message2, 0xff000080, 5, 0;
   ext, wait_tr, adler_woods;
   ext, add_text, txt_testmission_message2, 0xff000080, 5, 1;
   wait_time, 5;
   ext, add_text, txt_testmission_message2, 0xff000080, 5, 2;
   ext, wait_tr, adler_outofwoods;
   wait_time, 10;
   ext, add_text, txt_testmission_message2, 0xff000080, 5, 3;
   ext, wait_tr, adler_outofwoods;
   wait_time, 15;
   ext, add_text, txt_testmission_message2, 0xff000080, 5, 4;
   ext, wait_tr, adler_endzone;
   ext, add_text, txt_testmission_message2, 0xff000080, 5, 5;
}

cs_radio3()
{

   ext, wait_tr, adler_endzone;
   wait_time, 15;
   ext, add_text, txt_testmission_message3, 0xff000080, 5, 0;
   ext, wait_tr, adler_endzone;
   wait_time, 25;
   ext, add_text, txt_testmission_message3, 0xff000080, 5, 1;
   ext, wait_tr, rus_wp2;
   ext, add_text, txt_testmission_message3, 0xff000080, 5, 2;
   ext, wait_tr, forward_zone;
   ext, add_text, txt_testmission_message3, 0xff000080, 5, 3;
   ext, wait_tr, rus_dead01;
   ext, add_text, txt_testmission_message3, 0xff000080, 5, 4;
   ext, wait_tr, rus_dead02;
   ext, add_text, txt_testmission_message3, 0xff000080, 5, 5;
   ext, wait_tr, rus_dead03;
   ext, add_text, txt_testmission_message3, 0xff000080, 5, 6;
}

I think this may help out a lot in a more complicated, longer mission. Lockie you're sooooo right...it gets a bit complicated but it's kind of neat too.
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