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Post by LouisXIV on Oct 2, 2010 23:50:33 GMT 1
@mp, a 4-second delay has been more than enough in the past for friendly units to land and be available for commands. In this case I have given them 9 seconds.
The armoured units in question are Marders, a custom made unit. If there is something wrong with their 1.xml's, would their refusal to "swarm" affect the infantry? (I shall test.)
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Ocelo
General
Map Artist/Eastern Front enthusiast
Posts: 1,400
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Post by Ocelo on Oct 3, 2010 2:08:27 GMT 1
@louis: check their 1.xml designation. Should be AT SPG.
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Post by LouisXIV on Oct 3, 2010 10:20:45 GMT 1
I have taken the Marders and replaced them with stock PzKw IV G's, with the same result. The infantry is standard GermanRifle43 squads. I have even taken the infantry and armour and moved them from south of the objective to north of the objective, in case there was some kind of map blockage. No difference!
Btw, I put DisplayTrace's at the beginning of the two paragraphs - one landing the reinforcements and one ordering them to attack - and the second message comes about 7 seconds after they all have arrived. They are definitely getting the command to attack after they arrive. There are only two squads and three tanks, so it doesn't take them long to show up.
Next I shall try giving the armour and infantry different ScriptID's and ordering them to attack separately. Even though that shouldn't make a difference.
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Post by LouisXIV on Oct 3, 2010 10:35:58 GMT 1
So if I split the infantry and armour into different ScriptID's and list them under a single Reinforcment ID, (2010 includes 2010 and 2011) then only the infantry lands. I have given 2010 and 2011 individual attack orders, but even then the infantry just sits there. If this was real life, the SS squads would probably arrive and have them shot for disobeying orders.
I can only wonder if there is something jinxed about this map. I have set the "camera" in the upper left corner. When you call it up in MapEd, that's which part of the map first appears. However, when you run it in Blitzkrieg, the first part of the map that appears is the lower left corner! I have tried several times to change that, but no deal.
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Post by LouisXIV on Oct 3, 2010 10:51:24 GMT 1
I removed the reinforcement designation and entered it in again in the MapEd, and this time the tanks and infantry did arrive. Then I spaced out the parameters as MP suggested (GiveCommand(3, 2011, 12953, 8666) This time the tanks did attack, but not the infantry! Is there something about using the current year (2010) that's screwing things up?
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Post by LouisXIV on Oct 3, 2010 11:00:01 GMT 1
I changed the infantry designation to 2011 to match the tanks, recreated the reinforcement entry, and now the infantry attack with the tanks. Please someone tell me what's going on?
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Post by LouisXIV on Oct 3, 2010 20:51:34 GMT 1
Great! The second mission of the chapter is now running the way it should.
And so is the third and last. I stole some time from all the other projects I'm supposed to be doing to work the bugs out of it. It will be put out for testing, and then released.
I had a spot of trouble with the final mission. All objectives were satisfied, but it wouldn't end. I kept looking at the Win(); statement and saying, "Yeah, it's okay, it's got a semicolon ...."
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kaoz
General
inter faesces et urinam nascimur
Posts: 1,112
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Post by kaoz on Oct 6, 2010 0:08:45 GMT 1
Happened to me too: Win(0); works better...
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Post by LouisXIV on Feb 17, 2011 2:03:35 GMT 1
I have a chapter I am working on which includes some custom units. I have included the units in a units folder, with a modobjects.xml file as part of the chapter. The units have high res skins only.
When I place the units on the map using the MapEd they look great. As soon as I run the chapter, however, I find they have been repainted in black-and-white dazzle pattern.
I'm working in RT, and I have the La Plata SP Gold and the BK_RT_Patch_V_1_3 added. The game video is set to Hi Res. What have I forgotten?
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Post by Major Pain on Feb 17, 2011 6:12:11 GMT 1
Perhaps the game is not using the same data folder. This is a common issue if you have more than one map editor.
Check if the units even show the other attributes... I'm guessing it does. But it could be reading the data from another folder and losing the skins.
Also, recheck your RT for Hi RES... I remember a few issues where the HI RES shows in the option folder but is over-ridden in the config.cfg.
The config.cfg stores all of the data set/used in the Options Screens by the user. The config.cfg is baically written in xml format; very common. You must be very careful when changing this data outside of the Options menu.
Look for more than one version of config.cfg on your machine, and compare the dates.
The config.cfg must be in the data folder. If you have another in a .pak, it will always use that one, irregardless of date.
The code is very near the top. You might need to separate codes to read it better. I look for the "<" and ">" groupings. If you add a <CR> in between "<" & ">", it will crash. You must use the <CR> after the ">". "<" means start of code... ">" means end of code.
Also, the config.cfg is one of the last files loaded into the MapEditor and GameEngine. Be sure you do not confuse this config.cfg with the one used by the Resource Editor. The config.cfg for the Resource Editor usually resides in the BK Resource Kit directory, but not always.
This is the code:
<item EditorType="1" Flags="17" Order="11" Type="3" Var="5" InstantApply="0"> <Action /> <ActionFill /> <Default Type="3" Var="5" /> <KeyName>GFX.MinFPS</KeyName> </item> - <item EditorType="3" Flags="49" Order="1" Type="8" InstantApply="1"> <Var>1024x768x32</Var> <Action>SetVideoMode</Action> <ActionFill>GetVideoModes</ActionFill> - <Default Type="8"> <Var>1024x768x32</Var> <---------- Look at this monitor data </Default> <KeyName>GFX.Mode</KeyName> </item> - <item EditorType="3" Flags="49" Order="5" Type="8" InstantApply="1"> <Var>ON</Var>
Compare the codes. One will have Hi Res code; latest date most likely. You might have to copy and paste.
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Post by LouisXIV on Feb 23, 2011 19:52:52 GMT 1
Is there not some way of controlling which core units come on when?
I'm rather tired of seeing large artillery pieces attached to small trucks alongside big brawny haulers with some puny AT gun dangling off the back.
Not only that, but I am working on the crossing of the Meuse, 1940. The Germans are supposed to be trying to make a bridgehead with their infantry while waiting for their artillery to arrive. I did want to have their AT guns available for them.
The trouble is that the AT guns are core units, as are the artillery guns. Thus I end up with 1 AT gun, an AA gun and a howitzer as initial core units (all being pulled by small trucks.) So much for waiting for the artillery.
(Maybe I should have posted this under A Bit of Humour for your Day.)
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Post by Major Pain on Feb 23, 2011 21:04:34 GMT 1
The Core Units have a unique number placement, so much depends on which gun has been assigned to what placeholder.
If placeholder 1 is a Howitzer, then it will always be the same. If placeholder 2 is a AA Gun, then it will always be the AA.
The only way to control this is to pay attention to this order as to which units are assigned as Core Unit, in the order of when they are switched to core in the map editor.
As they are switched to core, they assume the placeholders in order of assignment. If you need other guns, then you just need to add non-core units. The player can foul themselves up if they change the guns before the mission starts. So if the first guns must be a particular type, then they should not be core units.... bring the core units in afterward using the reinforcement function.
I hope this made sense.
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Post by LouisXIV on Jul 12, 2011 3:10:15 GMT 1
Okay, here's one I haven't seen before in a 1.xml (I think):
<Type>avia_landing</Type>
Anyone have an explanation?
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Post by LouisXIV on Jul 12, 2011 12:49:49 GMT 1
There are two Japanese aircraft in the SPS mod that are labeled as avia_landing. In their name file, however, they are described as ground-attack aircraft. I'll have to test them out, see what they do.
It would be good if you could say designate a glider to come on and go to a certain spot and then land, wouldn't it? Especially if they are like trucks and can carry infantry, etc. A mission could automatically send them out to random places on a map ....
Interesting to combine them with paratroopers as well. Make a great start mission for D-Day, Sicily, Rome, ....
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