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Author Topic: Will there be modding support in the future?  (Read 23315 times)
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Santini
Oberstleutnant
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Posts: 157


« on: December 15, 2013, 10:27:16 AM »

Just curious.

It's a sad shame to see an engine this great with zero mods out

Even the simple ability to edit weapon, soldier and vehicle stats and loadout would be cool, but having an actual open and user friendly campaign editor would be amazing
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #1 on: December 15, 2013, 10:39:27 AM »

I am not bashing you here.  BUT the editor IS easy to use.  What causes the caos is the the few config files you have to set up to get to the editor.  This is the issue.  Automating those files might make it better.  It is also somewhat limiting what you can do.  But advanced users should be able to get in there and get what they want.  But those tools are the same as what where used to make the campaigns. 

Probably the BEST solution would be create a simple utility all gui tastic to generate the config files for the editor.  Graviteam uses spread sheets to do this.  Its in the docs how.  It actually is not bad at all.  But still a gui front end utility would solve this issue I think. 


ANd there are mods.  GTOS is an odd duck.  Few actually make anything as there is not really alot more to do.  BUT.....  On the Russian side there are a few mods out.  NIght postmans uniform mods.  And there is a user campaign based in Hooper assets.  OH AND some of the models in game where made by MODDERS.  If you have played hooper or shield of the prophet a few of those models are mine.  Also some of the ww2 stuff was made by Alex. 

I have one 3/4 GTOS campaign that has alot of balancing issues I need to sort out one of these days.  It had the misfortune to get side lined by the last GTOS campaign.  ER I forgot about it when it was released.  Cheesy
« Last Edit: December 15, 2013, 10:44:40 AM by Flashburn » Logged

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andrey12345
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Posts: 6642


Jerk developer


« Reply #2 on: December 15, 2013, 01:32:07 PM »

Just curious.

It's a sad shame to see an engine this great with zero mods out

Even the simple ability to edit weapon, soldier and vehicle stats and loadout would be cool, but having an actual open and user friendly campaign editor would be amazing
Game have all utils to mod everything aspects.
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Пользовательский интерфейс будет неуместен на сегодняшних широкоэкранных экранах, а оригинальные карты неопределенного метра и моделирование чисел с низкими лицами заставляют людей действительно не хотеть играть.
Santini
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Posts: 157


« Reply #3 on: December 15, 2013, 04:23:15 PM »

Not to counter the word of god, but the deafening silence on the modding front indicates that the tools as they stand are insufficient.

I myself took a stab at the modding tools, and have probably spent about 5 or so hours playing with it, but the key weakness is that there seems to be no way to load and edit existing assets.
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Flashburn
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Posts: 2412



« Reply #4 on: December 16, 2013, 12:02:08 AM »

The mod tools allow you to really change/add ALOT. 

The lack of mods I think is general confusion on how they work.  AND.... honestly what to mod/change?  Adding new units and vehicles?  Re balancing.....is IMO unneeded.  User campaigns would be welcome.  Automating the config files for editor would be a bonus! 

The other mod tools for like swap textures and sounds etc are IMO fine.  Honestly if change this stuff you need to be good at config work anyways.
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #5 on: December 16, 2013, 12:04:29 AM »

BTW.  What are you wanting to do?  Maybe us forum monkeys can help?
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eczerwonka
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« Reply #6 on: December 16, 2013, 04:03:30 AM »

I agree with the op.

I think what is needed are more tutorials and some better explanations of what exactly is needed to make a working addon/mod as well as explanations of what a lot of the entries in the configs do. Some are self explanatory, some are not.

I come from the OFP/ARMA games and the amount of user tools and tutorials is pretty extensive. Every file and config entry is explained in depth so that even users who have never touched a config, texture or model can make an addon in a short amount of time. I've made countless addons and mods before, but I'm still completely clueless how to make a working addon for this game after unpacking the files, doing some editing, etc. I don't know exactly what previous entries are needed in the configs for them to work, the file structure for some addons/mods is different than the stock file structures, etc. I'm still unclear how the get something working in-game and if something will only work in a quick mission or if an entire campaign needs modded to add something small.

I should start another post with my own questions when the holidays are over Smiley 
« Last Edit: December 16, 2013, 04:10:47 AM by eczerwonka » Logged
Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #7 on: December 16, 2013, 06:40:38 AM »

You are totally correct on commented configs.  It is a truly painful process to figure out some of it.  For Sabow it killed me on playable vehicles.  Although got real far.  For ai vehicles it can be done by some trial and error and by picking a vehicle close to what you want to add.  At least at first.  Fine tuning it later. 

Shells and gun types is a pain.  But I have a basic rough explanation I got from Krabb somewhere. 

Best thing is to pick something simple and small and then build experience in the engine.  My 1st model was a freaking rifle grenade.  Then G3a3 rifle, then .50cal mg, then F5e light fighter, then saladin armored car, m113, other stuff that maybe gets added someday... WINK WINK Andrey. 

Man speaking of which I need to finish that su2 light bomber I started FOREVER ago.  Been bouncing all over the place on various projects the past year. Not vary focused which is not like me really.  BUT ask questions.   I am sure that I can provide some answers and others by maybe Krabb.    Grin
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Santini
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Posts: 157


« Reply #8 on: December 16, 2013, 11:05:28 AM »

What I would like to do: Take the base operation for Shilovo 1942, or any of the operations for that matter, and:

Expand the timeline, say 30 turns or so, and give the human commander control of a few armored assets right off the bat. Every single scenario has the armor locked behind a multi turn delay, and it is a huge pain in the dick and gets old fast.

Modify the OOB slightly to give every company access to at least a few static AT assets

Modify the soldier loadout to make sending unsupported tanks against infantry suicide - think Close Combat III. If your tanks are within 15 meters of infantry and have no support, they should be dead. MG's should also carry more ammo.
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Santini
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Posts: 157


« Reply #9 on: December 16, 2013, 11:09:24 AM »

Heck, as a commander I would spread out the AT assets to the platoon's... that should be an option as well. The AT platoons should start out with more empty slots, their guns being in the pool for the preference of the commander to deploy
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #10 on: December 16, 2013, 11:21:50 AM »

LOL thats alot of moding.  Cheesy 


I am sad to say that loading shilvo in editor is not really possible. BUT.... unpacking is force structure from campaign IS possible. This also happens to take care of the annoying making the config part.  You can extract them from any campaign.  The force structure and command higher to lower will all be there.  Making slight changes is pretty easy.  Bigger stuff in theory is SO long as you give correct Unique ID's and stuff.  At 1st DONT worry about that.  Cheesy 

To start with campaign.  Use the unpacking tool on the campaign file.  Yes it works on those too.  However, you need to set file type to all to show up. 

Changing turn numbers is simply setting that right in the config.  Ill dig some up of mine so you can take a look.  Cheesy 


Soldier load out is totally possible.  But is a mod to the actual game.  If you want to give hh3 and rkg3's to everyone you certainly can.   That is in TABs.  need to unpack the newest patch in dev updates.  Locate tabs and take a look.  you are looking for soldier type files .  UGH off top of my head they look like ir_human or something like that.  That file tells all the weapons and gear for soldiers.  In this case for Iran.  I cant remember what they are called for German ww2 and Russian ww2 right now =( 

For now I highly suggest just unpacking a campaign and using tools on them.  AND try and find the tabs and files like divpool and take a look.  Cheesy  Ill dig up some old moded campaign files of mine.
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Santini
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Posts: 157


« Reply #11 on: December 16, 2013, 11:27:16 AM »

OK!
If you are down for a simple tutorial, I'd be happy just changing the number of turns in a campaign (which I did have figured out once, although I never play tested it) and the unlock turns for units on the map.
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Flashburn
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Posts: 2412



« Reply #12 on: December 16, 2013, 11:31:10 AM »

HMMM new plan.. 

I can post the whole div pool file here.  It exceeds 20000 characters.  +(
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #13 on: December 16, 2013, 11:35:58 AM »

Its not as easy as just changing number of turns.  Well i did do that to a default campaign but was a mess.  NOT recommended!.   That was in SABOW....same engine.  BUT ended up remaking campaign with its div pool file from scratch.  Actually I really liked how that one came out.  =)  Made it a ball buster.  1st version to much of one.  But enough of that. 

Now I have explained this many times on the forums.  But only 1 guy actually got something resembling a basic campaign.  He then gave it up right when he was about to get the whole concept.  =( 
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Flashburn
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Posts: 2412



« Reply #14 on: December 16, 2013, 11:41:52 AM »

Man i am rusty.

First step is open up the DOCs Andrey made in the game folder.  I am assuming something looking like a campaign.
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Flashburn
Generalfeldmarschall
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Posts: 2412



« Reply #15 on: December 16, 2013, 11:47:16 AM »

Download THIS..........this is an open office program.  Its free and its actually REALLY good.  MS word can drop dead IMO.

http://www.libreoffice.org/download 

This can make .ods files the game reads.  IE spreadsheet. 
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Santini
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Posts: 157


« Reply #16 on: December 16, 2013, 11:53:16 AM »

Hahahaha, I am super rusty too, I was scratching my head at that

Totally forgot
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Santini
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Posts: 157


« Reply #17 on: December 16, 2013, 11:58:33 AM »

Sigh.

This is exactly what I am talking about :-(

Something like changing the reserve turns timer for a platoon should be as simple as opening the editor, opening the operation, right clicking on the unit and punching in a number or two, then saving

:-/
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Flashburn
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Posts: 2412



« Reply #18 on: December 16, 2013, 11:59:10 AM »

WIth that program...well series of programs you can now actually LOOK at the included example ODS that are located in a zipped file under docs/modwork/editors in the game directory.  The editor will take these ods files and make the config from them.  


Its a handy way to make the campaign files for editor from square 1.  It however is not the only way if borrowing the div pool from an existing campaign.  I actually liked the OLD way better for this.  You could plug that in directly into the folder structure the editor looks into.  Its a little harder now.  

any ways.........

the div pool looks like....   I jsut took some of it.  Its to long for forum.  But gives idea.  Also if you look at example ods you see why that is SO much easier to make from scratch.   FYI trying to cover all bases here.  Cheesy

Code:
//Cfgp2Pd auto converter

reserves=()
{

rkkap_1czbn=()
{
code[u] = 17;
name[s] = txt_op_rkkap_1czbn;
sold_fams[s] = txt_sn_chez_fams;
sold_names[s] = txt_sn_chez_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_batn;

pool[suuvvs]()
{
rkka_corr_art, 1, 0, 0.7, 0.2, 1, 0, 1, 1, 0.5, 0, rkka_artsup_bm13_plat;
cz_ptrd, 4, 0, 0.7, 0.2, 1, 0, 1, 1, 0.5, 0, ;
rkka_corr_air, 1, 2, 0.7, 0.2, 1, 0, 1, 1, 0.5, 0, rkka_airsup_il2_plat;

} //endof pool

} //endof rkkap_1czbn

rkkap_182gvsp=()
{
code[u] = 130;
name[s] = txt_op_rkkap_182_gvsp;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
rkka_com_inf_bat, 1, 0, 0.3, 0.5, 1, 0.7, 1, 1, 0.5, 0, rkka_artsup_pp27_plat;
rkka_mg, 1, 0, 0.3, 0.5, 1, 0.7, 1, 1, 0.5, 0, ;
rkka_squad_sniper, 1, 0, 0.3, 0.5, 1, 0.7, 1, 1, 0.5, 0, ;
rkka_squad_smg_43a, 2, 0, 0.3, 0.5, 1, 0.7, 1, 1, 0.5, 0, ;
rkka_pp27, 2, 0, 0.3, 0.5, 1, 0.7, 1, 1, 0.5, 0, ;

} //endof pool

} //endof rkkap_182gvsp

rkkap_595iptap=()
{
code[u] = 149;
name[s] = txt_op_rkkap_595_iptap;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
rkka_corr_art, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, rkka_artsup_zis3_plat;
rkka_zis5v, 2, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof rkkap_595iptap

rkkap_1245iptap=()
{
code[u] = 69;
name[s] = txt_op_rkkap_1245_iptap;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
rkka_corr_art, 1, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, rkka_artsup_zis3_plat;
rkka_zis5v, 2, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof rkkap_1245iptap

rkkap_131gvap=()
{
code[u] = 49;
name[s] = txt_op_rkkap_131_gvap;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
rkka_corr_art, 1, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, rkka_artsup_zis3_plat;

} //endof pool

} //endof rkkap_131gvap

rkkap_179_otbr=()
{
code[u] = 121;
name[s] = txt_op_rkkap_179_otbr;
sold_fams[s] = txt_sn_ussr_fams;
sold_names[s] = txt_sn_ussr_nams;
marks_name[s] = rkka_marks_01;
div_sprite[s] = divh_bde;

pool[suuvvs]()
{
rn_rkka_t34, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rkka_t60_41, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rkka_ot34_41_stz, 1, 2, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rkka_kv1_42_uztm, 1, 2, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof rkkap_179_otbr

werp_114_pzgr_reg=()
{
code[u] = 20;
name[s] = txt_op_werp_114_pzgr_reg;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_6pz;
camo[s] = pat2;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
wer_com_pzgr_coy, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, wer_artsup_sig33_plat;
wer_corr_art, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, wer_artsup_lefh_plat;
rn_wer_squad_atr, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_mg42, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_sdkfz251c_2, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_pak40, 1, 2, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_atg, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_pzb41, 2, 0, 0.5, 0.5, 1, 0, 1, 1, 0.5, 0, wer_airsup_ju87_plat;

} //endof pool

} //endof werp_114_pzgr_reg

werp_57_pion_bn=()
{
code[u] = 87;
name[s] = txt_ce_werp_57_pion_bn;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_6pz;
camo[s] = pat2;
div_sprite[s] = divh_batn;

pool[suuvvs]()
{
wer_com_pzgr_plat, 1, 2, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, wer_artsup_sig33_plat;
wer_corr_art, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, wer_artsup_lefh_plat;
wer_corr_air, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, wer_airsup_ju87_plat;
rn_wer_spg, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_sapc, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_flamer, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof werp_57_pion_bn

werp_11_pz_reg=()
{
code[u] = 17;
name[s] = txt_ce_werp_11_pz_reg;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_6pz;
camo[s] = pat2;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
rn_wer_pz3, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_pz2, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_pz4kh, 1, 2, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_squad_pzgr_43am, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof werp_11_pz_reg

werp_6_recon_bn=()
{
code[u] = 22;
name[s] = txt_ce_werp_6_recon_bn;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_6pz;
camo[s] = pat2;
div_sprite[s] = divh_batn;

pool[suuvvs]()
{
wer_com_scout_plat, 1, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, wer_artsup_sig33_plat;
wer_squad_scout_43a, 2, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, ;
wer_squad_sniper, 2, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, ;
wer_corr_art, 1, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, wer_artsup_lefh_plat;
wer_corr_air, 1, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, wer_airsup_ju87_plat;
wer_sdkfz232_8, 2, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, ;
wer_sdkfz231_8, 3, 0, 0.5, 0.8, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof werp_6_recon_bn

werp_76_art_reg=()
{
code[u] = 118;
name[s] = txt_ce_werp_76_art_reg;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_6pz;
camo[s] = pat2;
div_sprite[s] = divh_reg;

pool[suuvvs]()
{
wer_com_pzgr_plat, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_corr_art, 1, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, wer_artsup_lefh_plat;
wer_lefh18m, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof werp_76_art_reg

werp_41_pzj_bn=()
{
code[u] = 65;
name[s] = txt_ce_werp_41_pzjager_bn;
sold_fams[s] = txt_sn_ger_fams;
sold_names[s] = txt_sn_ger_nams;
marks_name[s] = wer_marks_6pz;
camo[s] = pat2;
div_sprite[s] = divh_batn;

pool[suuvvs]()
{
wer_com_pzgr_plat, 1, 2, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_atspg, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
rn_wer_spg, 2, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;
wer_squad_pzgr_43am, 3, 0, 0.5, 0.7, 1, 0, 1, 1, 0.5, 0, ;

} //endof pool

} //endof werp_41_pzj_bn

} //endof reserves

act_platoons=()
{
camo[s] = wint;
season[s] = winter;

rkkapl_1czbn_com_bat=()
{
code[u] = 1;
params[v] = 0.7, 0.4, 1, 0;
level[v] = 1, 1, 0.7, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_commander;
pool[s] = rkkap_1czbn;
max_squads[u] = 3;
name[s] = txt_op_rkkapl_1czbn_com_bat;
mobility[*] = FOOT;
range[u] = 2;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = COM;
uid[u] = 1;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_bat, 1, 103, 52, 16777217, rkka_artsup_m30_plat;

} //endof pool

} //endof rkkapl_1czbn_com_bat

rkkapl_1czbn_1c_com=()
{
code[u] = 16;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.7, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_field_com;
pool[s] = rkkap_1czbn;
max_squads[u] = 2;
name[s] = txt_op_rkkapl_1czbn_1c_com;
mobility[*] = FOOT;
range[u] = 2;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = COM;
uid[u] = 16;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_coy, 1, 36, 1, 33554433, rkka_artsup_m30_plat;

} //endof pool

} //endof rkkapl_1czbn_1c_com

rkkapl_1czbn_1c_1p=()
{
code[u] = 17;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_1c_1p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 17;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_1c_1p

rkkapl_1czbn_1c_2p=()
{
code[u] = 18;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_1c_2p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 18;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 29, 2, 150994945, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_1c_2p

rkkapl_1czbn_1c_3p=()
{
code[u] = 19;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_1c_3p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 19;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_1c_3p

rkkapl_1czbn_2c_1p=()
{
code[u] = 33;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.5, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 7;
name[s] = txt_op_rkkapl_1czbn_2c_1p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 33;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_coy, 1, 34, 24, 1, rkka_artsup_zis3_plat;
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_2c_1p

rkkapl_1czbn_2c_2p=()
{
code[u] = 34;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_2c_2p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 34;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 27, 25, 1, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_2c_2p

rkkapl_1czbn_2c_3p=()
{
code[u] = 35;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_2c_3p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 35;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_2c_3p

rkkapl_1czbn_3c_1p=()
{
code[u] = 49;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.5, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 7;
name[s] = txt_op_rkkapl_1czbn_3c_1p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 49;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_coy, 1, 105, 54, 1, ;
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_3c_1p

rkkapl_1czbn_3c_2p=()
{
code[u] = 50;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_3c_2p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 50;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_3c_2p

rkkapl_1czbn_3c_3p=()
{
code[u] = 51;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.3, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_infantry;
pool[s] = rkkap_1czbn;
max_squads[u] = 6;
name[s] = txt_op_rkkapl_1czbn_3c_3p;
mobility[*] = FOOT;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = UNI;
uid[u] = 51;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_plat, 1, 0, 0, 0, ;
cz_squad_inf_43a, 4, 0, 0, 0, ;
cz_mt50, 1, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_3c_3p

rkkapl_1czbn_atc_atgp=()
{
code[u] = 65;
params[v] = 0.7, 0.2, 1, 0;
level[v] = 1, 1, 0.5, 0;
side[*] = USSR;
ai[*] = USER;
str_sprite[s] = pl_atguns;
pool[s] = rkkap_1czbn;
max_squads[u] = 5;
name[s] = txt_op_rkkapl_1czbn_atc_atgp;
mobility[*] = HORS;
range[u] = 1;
eng_caps[f] = 0;
scout_caps[b] = false;
type[*] = SUP;
uid[u] = 65;
stand_cnt[u] = 4;

pool[sas]()
{
cz_com_inf_coy, 1, 33, 11, 67108865, ;
cz_com_art_bat, 1, 0, 0, 0, ;
cz_53k, 2, 0, 0, 0, ;

} //endof pool

} //endof rkkapl_1czbn_atc_atgp
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Yabba dabba do
Santini
Oberstleutnant
*****
Posts: 157


« Reply #19 on: December 16, 2013, 12:00:42 PM »

Which line sets the reserve turns for a platoon?
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