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Post by fallschirmjager on Jul 8, 2011 16:48:40 GMT 1
Hi everyone,
could any of your great mappers out there tell how to lay mines ( both anti tank and anti personnel) on existing map?
Info would be greatly appreciated.
Thanks, FJ
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Post by Major Pain on Jul 8, 2011 16:59:51 GMT 1
Well I'm not a great mapper but I'll try to explain how to do it.
Open the MapEditor, then open the map.
Select the "Objects, Fences & Bridges" Tab
Select "Obj Simple" Button
Scroll Down to Mine_APers or Mine_AT and select.
Place in the desired location.
I hope this helps.
MP
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Post by fallschirmjager on Jul 8, 2011 17:13:33 GMT 1
Thanks Major! I knew you would not let me down - you are always there when people need your help or expert opinium FJ
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Post by Major Pain on Jul 8, 2011 17:16:00 GMT 1
You are too kind sir...
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Post by fallschirmjager on Jul 8, 2011 17:31:56 GMT 1
Not really Major, but thanks anyway I only talk out of my own experience. FJ
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Post by LouisXIV on Jul 9, 2011 11:19:13 GMT 1
I have developed a terrain/field of mines, random distribution with about a 2-1 ratio of AT to AP mines. The mines are as dense as you can get them., i.e., no gaps.
The main problem is that they come as Player 0. You can select them all - if it is a small patch - and change them to Player 1. Alternately you can save the game in xml format and do a batch substitution in notepad, changing all mines from Player 0 to Player 1.
It's a bit of a pain to have to do that, but you can lay huge minefields with a few clicks and a little xml magic.
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Post by fallschirmjager on Jul 9, 2011 11:28:38 GMT 1
That is fantastic idea LouisXIV! Where is that patch located?
I bet it is on your HD ;D
FJ
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bb
General
Blitzkrieg junkie (tried to quit several times).
Posts: 1,361
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Post by bb on Jul 10, 2011 2:16:59 GMT 1
I have developed a terrain/field of mines, random distribution with about a 2-1 ratio of AT to AP mines. The mines are as dense as you can get them., i.e., no gaps.
The main problem is that they come as Player 0. You can select them all - if it is a small patch - and change them to Player 1. Alternately you can save the game in xml format and do a batch substitution in notepad, changing all mines from Player 0 to Player 1.
It's a bit of a pain to have to do that, but you can lay huge minefields with a few clicks and a little xml magic. GZM have a lot of new fields, including the minefield. But, Louis, how about release a set of those magic fields you use to have in your maps? ;D
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Post by LouisXIV on Jul 10, 2011 11:50:59 GMT 1
The question is, is there some way to get items included in a field to be other than Player 0? That could be really helpful for the minefield field.
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Post by fallschirmjager on Jul 10, 2011 19:11:39 GMT 1
Would have a clue what answer will be to this question . . . guess we have to wait for Major Pain FJ
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Post by LouisXIV on Jul 11, 2011 12:03:14 GMT 1
That is fantastic idea LouisXIV! Where is that patch located? It is now located in the Other Resources download section, with three other interesting fieldsets. Check it out.
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Post by danzig70 on Jul 12, 2011 15:16:57 GMT 1
You can give the mines a script id and then you the script to change player. You might also be able to assign script ids based on unit type.
I was trying to think of a way so that the player could not drive over their own mine field but they would still be visible. If the mines are set to player 2 (neutral) would they explode or be visible?
If the player lays mines during the mission, it would be more difficult because you couldnt assign script ids to the mines.
Any ideas?
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Post by LouisXIV on Jul 13, 2011 11:07:32 GMT 1
The only ways I know to give them a ScriptID is to either select them after they've been laid, or do a global search-and-replace in an xml version of the map, which are the same ways you need to change the Player. Giving them a ScriptID would just add another step.
If the mines are set to Player 2 (neutral) everyone can see them but they won't harm anyone.
If a player lays mines during a mission, they are automatically the same Player # as the player and visible to that player.
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Post by LouisXIV on Jul 13, 2011 11:11:54 GMT 1
Well I'm not a great mapper but I'll try to explain how to do it.
Open the MapEditor, then open the map.
Select the "Objects, Fences & Bridges" Tab
Select "Obj Simple" Button
Scroll Down to Mine_APers or Mine_AT and select.
Place in the desired location.
I hope this helps.
MP There is a step missing, the one I keep forgetting to do. If you are laying mines for anyone other than Player 0, be sure to change the player designation before you lay the mines. Otherwise they might be pretty useless.
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Post by Jagged Steel on Jul 13, 2011 17:28:23 GMT 1
Something mine related I have thought about is whether a mine can be made that would go boom no matter what player's unit ran into it. The "smart mines" in BK that can auto-detect friend or foe are quite unrealistic.
dit to add: Looks like Danzig touched upon this suject as well.
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