RockinHarry -> (3/4/2003 9:14:57 PM)
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[QUOTE]Originally posted by Panzer Leo [B]How is determined what type of unit is bailing out of a vehicle ? By unit class or by slot in the unit list ? If it is by slot we could give it a different class - if not I think the different class will not work... I also noticed that smoke is still thrown even with the weapon in slot 2, but it at least prevents extensive use on an intentional basis... [/B][/QUOTE] crews definitely are hardcoded by slot number (249)! The mech.exe looks for a unit in slot 249 when bailing of crews is determined, thus only this single standard "crew" is available. Found some interesting info in the Mobhack (for Sp2WW2V5) help file: [COLOR=darkblue]Crew type[/COLOR] [COLOR=darkblue]Do not move certain critical units - the crew is one such. Crew should only ever have pistols and maybe a grenade, they are meant to be spawned from disabled vehicles. There will be only 1 crew, exactly the same from 46 to 2020. Bunkers spit the same crew - no excuse to have extra crew with rifles say - as tanks will generate these. Crews always have point cost 0 - you get the VP for killing their bunker or vehicle, killing the crew is only useful for an extra kill marker, and making the cost non zero can result in strange arithmetic on the end game results - essentially if you made a crew with 10 points and they bailed out of a 200 point vehicle (paid for out of points) and you then killed them - you get credited with 210 points killed, when your opponent only spent 200. You could then wipe out the enemy force, and end up with more kill VP than that force cost!.[/COLOR] [COLOR=darkblue]Do not move the barges or barge carrier. Do not move the rubber raft. These get assigned internally in the code (barge to carrier, raft to riflemen) in river or beach assault battles by direct ID number.[/COLOR] As said, this info is from the other Steel Panthers game, but many basic stuff appears still to be the same, though not all off course! This also is from the Mobhack file: [COLOR=darkblue]Oft asked question - 'How do I add N smoke rounds to my unit, like I can in the Scenario Editor?' - the answer is that the number of smoke rounds given out to a unit is determined in the unit creation code in the game code, based on the unit class and weapon size, as well as battle type (more smoke ammo tends to be given to the assaulter). There is no data field for smoke rounds - the field you edit in the Scenario Editor is in game data (like the leader name) , not OB data.[/COLOR] from my experience this is how it works for SPWAW too! Moving "misc small arms" from slot1 to slot2, does not disable crew smoke throwing as mentioned in the posting further above, but the lack of slot1 weapon appears to disable "close assault" capability and in the retreat phase (end of turn) the crews donīt pop smoke anymore when retreating. Internally crews still have smoke as can be seen when they take some losses and then retreat. Making the unit Nr. 249 "inf-AT" class and moving its slot1 weapon to slot2, so far produces satisfactory results!:) Joerg...I edited all crew units in your H2H ce version OOBs to "Inf-AT" and weapon1 is moved to slot2. This OOB is attached to this posting and H2H players are encouraged to run some tests with it, to check new crew behavior! :cool: Best to start a new and tank heavy (potentially lots of crews :D ) scenario. Starting a new random or user campaign also might be a good idea. My tests with single scenarios and a short self designed user campaign were quite positive.:) Well....donīt know of any negative side effects so far (except INF-AT shows its own unique icon ;) ),...but sooner or later I guess one will be found. Weīll see.
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