RE: Editor Q&A (Full Version)

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Vic -> RE: Editor Q&A (1/10/2013 10:39:02 AM)

Hi Bob,

1. The PP are coded in the events.

2. The replacements are using events and a stringlist for base input.

Its on the agenda to somehow make a more intermediate difficulty level editor.

best,
Vic




BK6583 -> RE: Editor Q&A (1/19/2013 3:47:13 PM)

Hi Vic,

Hate to ask a really silly question - I take it that the answer is no to both questions?




BK6583 -> RE: Editor Q&A (1/27/2013 10:32:33 PM)

Hi Vic,

Two steps forward and one step back. I discovered that in the Regime screen I can at least input a new number for PPs. I did this in the Uranus Scenario (Full) as the Germans, giving them 2,000 PPs (I wanted to see what you got from all of those cards and yes, cheat against the AI in terms of giving the Germans more forces to work with w/o having to muck my way through creating new units). It worked great but when I reached turn 7, the 400 points I still had remaining went away and the scenario defaulted back to the at start PPs for the Germans. Do you know why this happened? I had plans for those 400 points.

Regards,

Bob




glvaca -> RE: Editor Q&A (4/19/2015 11:04:34 AM)

Hi Vic,

2 questions regarding String lists.

I figured out how to enter High command orders (hold or capture, turns, etc...)

However, I have no clue what the ID value stands for. Just curious if you can use this to prioritize major orders or perhaps something else.

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/High%20Command%20orders.jpg


2nd questions is regarding the temporary list for minor orders. I'm assuming this can be used to narrow down the locations the AI will use to assign minor orders? If so, which values need to be given? An axample would be very interesting!

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Temp%20list%20for%20minor%20Orders.jpg

Thx!
Glenn




glvaca -> RE: Editor Q&A (4/19/2015 11:36:03 AM)

Hi Vic,

Another question regarding the Settings functionality.

In the sceanrio load screen, there are several tabs as indicated in the pic below. I have found how to change the description but have not found how to change the Variants and Reinf Axis & Reinf Sov texts.

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Changing%20Variants%20Reinforcements%20in%20scenario.jpg

Also, the OOB export function does not work.
The export reinforcements does work very well and is a big help.

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Setting%20scenario%20desc.jpg




glvaca -> RE: Editor Q&A (4/19/2015 12:08:32 PM)

Hi Vic,

Sorry to bombard you with questions but after 6 intensive months in learning the editor and just about trying everything I can think of to fix these issues, I'm stuck on these.

The only solution I have found is not allowing the unit to b e built but that's a bit extreme [:)]

Problem is that some German units are showing up as buildable by the Sovs: In this instance it's a JG Gruppe and a Ge Flak Bn. But over the course of test runs, I've also seen other German units listed.

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Ge%20unit%20buildable%20by%20Soviets.jpg

Historical unit window show this:

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Details%20flak%20Bn.jpg

While on this subject, could you shed some light on the purpose of the Fixed, tv1 and tv2 buttons? I've noticed some Sov units have values there (for example Soviet Rifle Divisions have value 202 for tv2)

Checking the units in the unit window gives this:
JG:
https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Unit%20JG.jpg

Flak Bn:
https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Unit%20Flak%20Bn.jpg

All components are either Whermacht or Flak troops.

Any help would certainly be appreciated!
Thx,
Glenn




Vic -> RE: Editor Q&A (4/20/2015 7:43:37 AM)


quote:

ORIGINAL: glvaca

Hi Vic,

2 questions regarding String lists.

I figured out how to enter High command orders (hold or capture, turns, etc...)

However, I have no clue what the ID value stands for. Just curious if you can use this to prioritize major orders or perhaps something else.

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/High%20Command%20orders.jpg


2nd questions is regarding the temporary list for minor orders. I'm assuming this can be used to narrow down the locations the AI will use to assign minor orders? If so, which values need to be given? An axample would be very interesting!

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Temp%20list%20for%20minor%20Orders.jpg

Thx!
Glenn


To understand what is going on here you have to go through all the 'events' scripting code.
The first screenshot shows a stringlist (ID15) used by event 21 (and others) to keep track of (and set) german orders.

2nd screenshot is a temporary stringlist (ID18) filled by another event 19 to make a temporary list of towns to choose a random one from to give as an actual minor order.

best,
vic




Vic -> RE: Editor Q&A (4/20/2015 7:51:40 AM)


quote:

ORIGINAL: glvaca

Hi Vic,

Another question regarding the Settings functionality.

In the sceanrio load screen, there are several tabs as indicated in the pic below. I have found how to change the description but have not found how to change the Variants and Reinf Axis & Reinf Sov texts.

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Changing%20Variants%20Reinforcements%20in%20scenario.jpg

Also, the OOB export function does not work.
The export reinforcements does work very well and is a big help.

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Setting%20scenario%20desc.jpg


Its just a text string with the following formatting to support multiple tabs:
[tab]firstTabName,firstTabText[/tab][tab]secondTabName,secondTabText[/tab] etc...

The PDF OOB generator is probably very picky if there are changes to the original way. Not sure what problem you are encountering. If there is no bug but just historical units missing, it might be because it is only reporting on "MODEL" historical units.

best wishes,
Vic




Vic -> RE: Editor Q&A (4/20/2015 8:03:00 AM)


quote:

ORIGINAL: glvaca

Hi Vic,

Sorry to bombard you with questions but after 6 intensive months in learning the editor and just about trying everything I can think of to fix these issues, I'm stuck on these.

The only solution I have found is not allowing the unit to b e built but that's a bit extreme [:)]

Problem is that some German units are showing up as buildable by the Sovs: In this instance it's a JG Gruppe and a Ge Flak Bn. But over the course of test runs, I've also seen other German units listed.

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Ge%20unit%20buildable%20by%20Soviets.jpg

Historical unit window show this:

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Details%20flak%20Bn.jpg

While on this subject, could you shed some light on the purpose of the Fixed, tv1 and tv2 buttons? I've noticed some Sov units have values there (for example Soviet Rifle Divisions have value 202 for tv2)

Checking the units in the unit window gives this:
JG:
https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Unit%20JG.jpg

Flak Bn:
https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Unit%20Flak%20Bn.jpg

All components are either Whermacht or Flak troops.

Any help would certainly be appreciated!
Thx,
Glenn



Strange those german models show up. Are you sure you don't have a double entry in the list?
If not you'll need to send me your scenario files in order to run in through the debugger.
Did you already use the settings->export text logfiles button? It writes a lot of info in the logs/ directory you can use for checking for errors or doubles.

Fixed you can ignore. (its an old DC1 artificial intelligence setting)

tv2 is used by event script to know which historical ID to change a russian unit to if it promotes to Guards status.
tv1 is set to 1 for guards units.

tv3,4,5 are used for reinforcement events.

best,
Vic







glvaca -> RE: Editor Q&A (5/25/2015 11:12:58 AM)


quote:

ORIGINAL: Vic


quote:

ORIGINAL: glvaca

Hi Vic,

Sorry to bombard you with questions but after 6 intensive months in learning the editor and just about trying everything I can think of to fix these issues, I'm stuck on these.

The only solution I have found is not allowing the unit to b e built but that's a bit extreme [:)]

Problem is that some German units are showing up as buildable by the Sovs: In this instance it's a JG Gruppe and a Ge Flak Bn. But over the course of test runs, I've also seen other German units listed.

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Ge%20unit%20buildable%20by%20Soviets.jpg

Historical unit window show this:

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Details%20flak%20Bn.jpg

While on this subject, could you shed some light on the purpose of the Fixed, tv1 and tv2 buttons? I've noticed some Sov units have values there (for example Soviet Rifle Divisions have value 202 for tv2)

Checking the units in the unit window gives this:
JG:
https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Unit%20JG.jpg

Flak Bn:
https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Unit%20Flak%20Bn.jpg

All components are either Whermacht or Flak troops.

Any help would certainly be appreciated!
Thx,
Glenn



Strange those german models show up. Are you sure you don't have a double entry in the list?
If not you'll need to send me your scenario files in order to run in through the debugger.
Did you already use the settings->export text logfiles button? It writes a lot of info in the logs/ directory you can use for checking for errors or doubles.

Fixed you can ignore. (its an old DC1 artificial intelligence setting)

tv2 is used by event script to know which historical ID to change a russian unit to if it promotes to Guards status.
tv1 is set to 1 for guards units.

tv3,4,5 are used for reinforcement events.

best,
Vic





Hi Vic, scratched my head a fair bit on this one!
in the end I recreated all models that where buildable on the Soviet side, put in the same predefined unit(s) and re-applied the new model. That fixed the issue.

No clue why thjis happened. Can send a save if you want to further investigate.

Thx,
Glenn




glvaca -> RE: Editor Q&A (5/26/2015 12:11:41 PM)

Hi Vic,

I get below 2 errors in quick succession on the first turn only.

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/error%20event%206.png

I have been able to clear the error by removing lines as shown in below pick.

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Event%20error%206%20workaround.png

I have just about looked at anything I could think of, models owners, Predefined owners, historical unit setting. I first thought it was because some unit or so was not attached to an HQ.
I had this on and of through 50+ saves. But somehow it was solved and then popped up again. Now it just won't go away.

Any help always appriciated. Can send save if you want.

Best,
Glenn





Vic -> RE: Editor Q&A (5/26/2015 3:31:13 PM)

what was the original code on those lines?

and did you use a execmessage exec to check the value of any variables you might be passing to those execs causing an error?

even when i script my self i often use execmessage and put in a text like [tempvar]1[/tempvar] to check if everything is proceeding as planned.

you can use the following codes in an execmessage text:

[tempvar]nr[/tempvar]

[tempstring]nr[/tempstring]

[regimename]nr[/regimename]

[hexname]x,y[/hexname]

[unitname]nr[/unitname]

[gamevar]nr[/gamevar] ⇒game var value

[regimevar]regnr,nr[/regimevar] ⇒regime var value

[hisname]hisnr[/hisname]

[realhisname]hisID[/realhisname]

[commander]hisnr[/commander]

[realcommander]hisID[/realcommander]

[portrait]hisnr[/portrait]

[realportrait]hisID[/portrait]

[date]roundNr[/date]

best wishes,
Vic




glvaca -> RE: Editor Q&A (5/26/2015 7:00:08 PM)

Hi Vic,

Thanks for the fast answer! But will have to digest this a bit more [:)]

Original event 6, I think its purpose is to change regimes numbers (0 Soviet, 1 Axis)

https://dl.dropboxusercontent.com/u/63637708/Case%20Blue/Event6_original.png

Thx,
Glenn




Khanti -> RE: Editor Q&A (5/22/2016 8:19:39 PM)

Is it possible to set in editor more than 50 points in experience for units on map?
I tried 55 or 70, but when scenario starts it always stays at 50 max.
Morale works well with higher values, but not experience. Any special rule-var?




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