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Kyth
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Posts: 2044


« Reply #360 on: August 25, 2013, 12:37:58 AM »

Mines are not really effective right now. However you can tinker with their damage settings in the common res file and probably make them more lethal if required....
That would be good.... I tried them out....you have to place each mine in a spot...no area coverage...am I correct?


You could set up a fairly large closed contour, and 'plant' it with mines. A minefield, in other words,
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frinik
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« Reply #361 on: August 25, 2013, 05:09:00 AM »

Fabian fred, try the following  open your common res folder with notepad and look for these 2 lines in the shells() paragraph:

AT_MINE,0,%SHELL_HE%,AT_MINE,500,1,0.2,0.1,0,1,1,0,5,1,0.1,9.81,0,0,0.1,0,0,0,0,expl_gndm*,expl_techm*,expl_buildm*,expl_water*,expl_human*,fly1,0,0,0,txt_shell_at_mine,he_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0x60000000,0,1,-1,-1,-1;
AP_MINE,0,%SHELL_HE%,AP_MINE,300,1,0.2,0.1,0,1,1,0,0.6,0.3,0.1,9.81,0,0,0.1,0,0,0,0,expl_gndl*,expl_techl*,expl_buildl*,expl_water*,expl_human*,fly1,0,0,0,txt_shell_ap_mine,he_expl_pat,rico_pat,piece_pat,0,1,1,1,1,0x60000000,0,1,-1,-1,-1;

Just increase the 0.2 value I have highlighted in bold from 0.2 to 0.3 or even 0.4 and save and test to see whether the damage is greater... These values correspond to the penetration of a given projectile.
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frinik
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« Reply #362 on: August 25, 2013, 06:12:39 PM »

Speaking  of the ME it needs urgent attention it' a jumble of redundant units, sometimes duplications with some glaring lacks ( for example in the mix units there are no Stugs F or G with infantry whereas they were clearly intended as mobile artillery and infantry support)..Why a Jagdpanther with desert tan camo when none were ever deployed in any desert?Huh?? Why so many Tiger Trophy combos on the Soviet side when they were told to use captured Tigers until they broke down and simply dump them?Huh? No Panzer IIIs even though the Soviets captured hundreds of them??? On the German side on the T34/76 as Beutepanzer, no T-26s, BTs, T-60s, T-70s, KVs even though they were captured in the 100s if not thousands?Huh?
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lockie
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« Reply #363 on: August 25, 2013, 06:29:02 PM »

No Panzer IIIs even though the Soviets captured hundreds of them??? On the German side on the T34/76 as Beutepanzer, no T-26s, BTs, T-60s, T-70s, KVs even though they were captured in the 100s if not thousands?Huh?
As my point, it's boring to play for the same unit even if it was captured by enemy. As my point, it's more suitable for the tactics like Operation Star. A trophy unit for the tanksim - doesn't matter, imho.
But, if u've a good scenario for the trophy mission, then I'm ready to take a part Wink
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Kyth
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« Reply #364 on: August 26, 2013, 01:23:41 AM »

Speaking  of the ME it needs urgent attention it' a jumble of redundant units, sometimes duplications with some glaring lacks ( for example in the mix units there are no Stugs F or G with infantry whereas they were clearly intended as mobile artillery and infantry support)..Why a Jagdpanther with desert tan camo when none were ever deployed in any desert?Huh?? Why so many Tiger Trophy combos on the Soviet side when they were told to use captured Tigers until they broke down and simply dump them?Huh? No Panzer IIIs even though the Soviets captured hundreds of them??? On the German side on the T34/76 as Beutepanzer, no T-26s, BTs, T-60s, T-70s, KVs even though they were captured in the 100s if not thousands?Huh?

I agree with many of your points. Additionally, for mission designers it would also be good to have units with some of the tanks starting off as 'broken down' or immobilized, especially on the defensive.
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lockie
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« Reply #365 on: August 26, 2013, 11:36:51 AM »

it would also be good to have units with some of the tanks starting off as 'broken down' or immobilized...
Yeah, that'd very cool to start the mission with a broken engine  Grin Roll Eyes  Cheesy

BTW
There's already prepared mission, where Ferdinand had a broken engine. And a brigade from the service center `Porsche` replaced it under field conditions during a ~5 minutes Wink
« Last Edit: August 26, 2013, 11:40:31 AM by lockie » Logged

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lockie
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« Reply #366 on: June 01, 2014, 03:13:31 PM »

Here's how AI found the best place to hide. In spite there were trenches, he preferred a slope area.


Some soldiers finally found trenches and rotated exactly on the North. It doesn't matter which angle was specified for them to rotate, they face are always to North, even if enemy from other direction.


General has a very trusted bodyguards.
« Last Edit: June 01, 2014, 03:21:03 PM by lockie » Logged

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frinik
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« Reply #367 on: June 01, 2014, 03:48:58 PM »

All AI including vehicles and guns face North by default.
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lockie
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« Reply #368 on: June 01, 2014, 04:10:44 PM »

All AI including vehicles and guns face North by default.
Nope. Tanks AI is rotating depends on contour orientation.
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frinik
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« Reply #369 on: June 01, 2014, 06:17:44 PM »

AHHH? How do you give orientation to a contour?
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lockie
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« Reply #370 on: June 01, 2014, 07:08:16 PM »

How do you give orientation to a contour?
It's easy. Place contour on the polygon, then orient camera/view into desired direction, then press "Ctr+C" and all arrows of the contour will be oriented according to the camera view.
If u want orient tank in the direction of the enemy attack, u've to give command "defence", then manually set up necessary angle of the contour orientation.
Usually, I make 4 contours with: 90, -90, 180, 0 degrees and place 4 tanks with command "defence"/"rotate". Then pick up more suitable contour.
Well, practically u may force the infantry to orient in the necessary direction, if u change the whole polygon orientation Smiley

PS
There's a very interesting trick. U give command to the infantry "defence" and note trench, then command ai_stop.
It does that AI infantry is in trench, but thinks he is on the empty place. Sometimes soldiers started crawling towards approaching tank. This look quite realistic and funny Smiley
« Last Edit: June 01, 2014, 07:14:28 PM by lockie » Logged

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