Che Guevara
Stariji vodnik
Scripting for fun.
Posts: 58
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Post by Che Guevara on Sept 25, 2011 13:21:24 GMT 1
Hi to all, After some time of absence and silently lurking around, I'm officially back. Of course, I didn't forget to bring a present with me for the community. This 'present' will be a new map scripted by me. Details: Name: Desperate struggle Mod: Motherland Calls Map size: 24 x 24 Parties: USSR vs Germany Players Side: USSR Year: 1941 Objectives: Depends on player Map: By Random map generator of Louis XIV (Many thanks!) The map will be set in the early days op Operation Barbarossa. The surprise attack of the German army on the USSR, has left the Red Army confused. You will be an officer of the Red Army, at the start of the map your communication lines with the garrison under your control are being cut by an air raid. There is no reliable information about the enemy's position though reports from retreating Red Army units indicate they're closing in, rapidly!. The map will be scripted in such a way that a failed objective will not lead to losing the map, but to alter the flow of the game. It will not be a linear mission. This will be a rather long term project as I'm very busy and will only have time in the weekends to script and test. However by mid or end November I want it to be ready for testing. Publishing will be at mid December in worst case. Progress: Map: 98% (Just some minor adjustments to fit the scenario) Scenario: 85% (Need to work out some objectives Script: 5% (Still a lot of work) Some teasers: You're giving orders to the crews of some armoured cars to go to the two garrisons. The two armoured cars on their way: Picture of the town after an air attack: A not so lucky retreating column: Greets, Mathias
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Folgore
General
(Once) BK Translator
Posts: 1,431
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Post by Folgore on Sept 26, 2011 10:45:31 GMT 1
Welcome back Che! I still remember your tutorial on using random variables.
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bb
General
Blitzkrieg junkie (tried to quit several times).
Posts: 1,362
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Post by bb on Sept 26, 2011 22:33:51 GMT 1
Good concept! I really enjoied your old maps, with lots of actions.
BTW, I used your "random tutorial" in my chapter "Uranus Aftermath".
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Che Guevara
Stariji vodnik
Scripting for fun.
Posts: 58
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Post by Che Guevara on Oct 2, 2011 21:14:10 GMT 1
Thanks guys.
A small update on the map progress. I have scripted the first three objectives, but now I'm coming at the more difficult part where the randomising begins. More interestingly, I'm searching for the best scripting way to implement to a certain extent the factor of morale. In blitzkrieg, all soldiers seem to be suicidal super soldiers, we all now this isn't the case in reality. I'm trying to resolve this in different ways. Enemy attack waves, for example, will disengage if they fail to overwhelm defences. This is easy. However, I also want to make player units turn tail and flee if they are in danger to be overwhelmed or face tanks without adequate support. In itself quite manageable, but I'm searching for more flexible ways to do it. Will keep you updated.
Grtz, Che
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Che Guevara
Stariji vodnik
Scripting for fun.
Posts: 58
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Post by Che Guevara on Oct 3, 2011 11:01:40 GMT 1
It's the thing that I had in mind SquireJames, though I hadn't thought about the diplaytraces.(Nice addition)
The goal of this map is to give the player a taste of the chaos in the Red Army in the first days and weeks of operation barbarossa. You will also have to maintain communication lines to various garrisons, which can be cut by the enemy.
BTW: Does anybody know if you can land a bridge, I now you can give it a ScriptID in the .xml but somehow I remembered it would crash if you land it as reinforcements. (I know this is the case with trenches, but I'm not sure about bridges)
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Folgore
General
(Once) BK Translator
Posts: 1,431
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Post by Folgore on Oct 3, 2011 19:38:32 GMT 1
...BTW: Does anybody know if you can land a bridge, I now you can give it a ScriptID in the .xml but somehow I remembered it would crash if you land it as reinforcements. (I know this is the case with trenches, but I'm not sure about bridges) Hungaryblitz made something similar in his HRA mod. He made also trains that can upload tanks.
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Post by LouisXIV on Oct 3, 2011 22:08:56 GMT 1
You can make all bridges as potentially buildable bridges, the same as the Heavy Wooden bridge, by changing it's damage value to -1 in the .xml version of the map file.
That's not landing it, but it does make it not available at the start but available later ... if you build it (they will come.)
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Che Guevara
Stariji vodnik
Scripting for fun.
Posts: 58
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Post by Che Guevara on Oct 4, 2011 10:17:47 GMT 1
LouisXIV: That wouldn't be very useful as the bridge is intended for the enemy, the player could see where the AI would build the bridge.(If they're even able to, I've never seen an AI building a bridge) and probably immediately sent troops. This is the reason that I would like it as a reinforcements though this will probably be impossible. Folgore: This bridge of Hungaryblitz, what is it exactly? Is it a unit with a bridge on top of it? If so, I doubt whether it can function as a bridge and not just act as some eyecandy.
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Post by LouisXIV on Oct 4, 2011 11:26:00 GMT 1
I believe if you script an AI engineering truck to go build a bridge, it won't do it. However, if you land an engineering truck as a reinforcement and it has a Start Command to move to the (potential) bridge and build it, it will work. I used it in a mission in - I believe - In the Tracks of the Panzers.
If you have more than one potential bridge, the player won't know which one you intend the AI to build.
HB's model is a bridge-laying tank which lays a bridge which does function as a bridge ... at least according to the screenshots he's posted. They show the unit approaching a small river, laying the bridge, and some tanks passing over it afterward. Check out this thread, particularly pages 14 and 21. He has not released it yet. He also has an invisible bridge that he has not yet released.
An invisible footbridge might be just the thing for those just-under-the-water log bridges the Soviets would build for crossing streams.
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Che Guevara
Stariji vodnik
Scripting for fun.
Posts: 58
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Post by Che Guevara on Oct 4, 2011 23:03:15 GMT 1
HB's work looks very interesting. I wonder how he manages to make the invisible bridge? Multiple bridges is possible, but it'll make people expect something like that to happen.
However, it's not very fundamental for my map, I can do without.
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Post by LouisXIV on Oct 4, 2011 23:20:28 GMT 1
Too bad you can't script it. Then you could randomly choose which bridge the AI is going to build.
Of course, if you have 5 potential bridges, you could have 5 engineering trucks, one for each bridge, as 5 separate reinforcements. Then you could randomly choose which engineering truck to land.
Giving you ideas here, CG. Hopefully some inspiration as well.
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