Grot
General
Posts: 4,055
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Post by Grot on Apr 29, 2021 0:28:41 GMT 1
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Post by crazydog on Apr 30, 2021 19:54:19 GMT 1
Slightly offtopic - could someone advise me please: I would like to create and add a variety of start maps to BK random maps. Which file contains the starts and weight of the start maps? Thanks for your responses.
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Grot
General
Posts: 4,055
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Post by Grot on May 1, 2021 19:37:46 GMT 1
I also have a question this MP unit has button to "search and engage" yet when button is pressed hanomag wont move to selected location. Just sits there how do I fix that. It also has refueling icon maybe it has something to do with the problem Thanks
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Post by Squire James on May 1, 2021 20:46:24 GMT 1
I will endeavour to answer both questions. It's been a while since I edited the stock random missions so, forgive me if I am a bit off.
Crazydog, If memory serves, the files you are looking for are going to be the start_ containers, so for example start_asph_e, star_asph_w, all the containers with start in the name. These are season dependent, so there are summer, spring, winter and africa folders (containers/summer, containers/spring etc) Editing the random mission generator files is..well, good luck with that.
Grot, I think the issue is that it's set to trn_carrier. There are certain combinations of type with bit commands that just won't work properly. I removed the search and engage function from my transports, as that isn't their role anyway. You could try changing it to arm_light, and seeing if that helps. That will probably remove the ability to supply ammo and troops though. If you need more precise help on either removing the command or just general help with bitarrays, I'll see if I can drag out a tutorial for you. They're a bit mindbending to understand, as they rely essentially on adding totals together to get a desired effect.
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Grot
General
Posts: 4,055
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Post by Grot on May 1, 2021 21:14:44 GMT 1
I did rename it to arm_light , even inserted MP's sdkfz pak36 values which work on that model but problem remains
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Post by crazydog on May 2, 2021 19:26:47 GMT 1
Thanks a lot, Squire James. It works in a bit different way than I thought; however just cosmetics at the moment, now I can add a variety of starting zones (start maps) to the random missions. Anyway, still easy.
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Grot
General
Posts: 4,055
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Post by Grot on May 3, 2021 15:57:12 GMT 1
another stolen model by Brendel dude. I think he is finally out of business. I found badly modified Mazka model in his lousy add-on.
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Post by Kevin on May 3, 2021 16:08:49 GMT 1
another stolen model by Brendel dude. I think he is finally out of business. I found badly modified Mazka model in his lousy add-on. Wasn't that one included in OBM? He has stolen some resources and models from our Mod...
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Grot
General
Posts: 4,055
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Post by Grot on May 3, 2021 16:26:43 GMT 1
yes Kevin , that's the one.
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Post by Stanenberg on May 4, 2021 12:59:16 GMT 1
Shouldnt come as a surprise. We all know that Brendel stole resources and maps from the community and sold them for money.
Btw, is it just me or does it look like the Model was edited with Paint? lol
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Grot
General
Posts: 4,055
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Post by Grot on May 8, 2021 14:45:28 GMT 1
I also have a question this MP unit has button to "search and engage" yet when button is pressed hanomag wont move to selected location. Just sits there how do I fix that. It also has refueling icon maybe it has something to do with the problem Thanks
Figured out this issue by entering following values: <Type>spg_assault</Type> <AIClass>half-track</AIClass> <Commands Size="51"> <BitArray> <item data="47" /> <item data="67" /> <item data="0" /> <item data="0" /> <item data="129" /> <item data="32" /> <item data="4" /> No more resupply button, loads /unloads troops and search and engage button work as expected If interested entering BitArray values above removes useless direct and indirect fire icons for MP's Stug F (at least the one I have )
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olvie
Potporucnik
Posts: 112
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Post by olvie on May 11, 2021 0:46:42 GMT 1
Little update from my side: still working on it, probably around 60% - 70% done (map only). Here's a little sneak peak, a before and after screenshot
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Grot
General
Posts: 4,055
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Post by Grot on May 11, 2021 17:07:41 GMT 1
Finished work on nightmarish flamethrowers that never worked for me as I wanted . Tested on vanilla ranges and few mods for inf/tanks and at last.. success ! flames with accurate distance to target /sound/ranges finally seems to be working
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Post by [BMG]Neutro on May 13, 2021 22:59:03 GMT 1
Olvie Sir i like your style of realistic map design
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Grot
General
Posts: 4,055
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Post by Grot on May 15, 2021 11:41:47 GMT 1
2 min. idea for flooded fields of Market Garden or whatever
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