RE: Scenario Creation Tutorial (Full Version)

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kipanderson -> RE: Scenario Creation Tutorial (10/13/2013 10:03:30 PM)

Capn Darwin, MR, hi,

Just to say that I have successfully built my first scenario thanks to this thread and am quite shocked just how much fun this game is [:)].

I keep saying it, you have new classic on your hands with this engine..[:D] .

Thanks...
All the best,
Kip.






Hexagon -> RE: Scenario Creation Tutorial (11/6/2013 10:28:55 AM)

Hi, i am playing a little with the editor and i find a little problem, i want mix in a company diferent types of tanks, my idea is in a tank battalion for a soviet mech regiment have T-55 and T-55A mixed and maybe add T-62 to... i want a reserve battalion where 1/3 be T-62 and i prefer do this not with a 3rd company with the T-62.

Is this possible??? thanks.




CapnDarwin -> RE: Scenario Creation Tutorial (11/6/2013 11:14:34 AM)

Hexagon,

You would need to make a new formation for a tank company (Battalions) and directly call the units with a RU268*5, RU267*5. This would be 5 T-55As and 5 T-55s for instance. Make sure the code you use is unique. I would go with: Mixed Tank Co (T55) \ RUC4 \ %d/ \ RU268*5, RU267*5 \ Tank \ I

That should do it.




Hexagon -> RE: Scenario Creation Tutorial (11/6/2013 12:06:59 PM)

Thanks, well until we have the mod guide i am going to use the stock OOB... maybe i change the 3rd company and have here the T-62, i have enough now with create a scen [:)]





Tazak -> RE: Scenario Creation Tutorial (11/25/2013 10:52:46 AM)

MR, when selecting a formation that could have multiple types of the same sub-type (INF being a good example), what is the best way of identifying the actual sub-unit type you want

e.g. SA80 armed infantry over SLR armed infantry

at the moment I'm having to flick through most of the user-data and go down serveal layers to ensure I select the right subunit, is there an easier way that I'm missing




Mad Russian -> RE: Scenario Creation Tutorial (11/25/2013 2:32:30 PM)

Not that I'm aware of. With so many units to pick from for a side you have to tell the editor exactly what you want. I don't know any other way than for you to find that unit and select it.

I understand the frustration at times. I hate that tanks default to a T-10 for instance. I don't know how many times I've ended up with T-10's that I get to take back out and replace with the correct equipment type.

Good Hunting.

MR




daferg -> RE: Scenario Creation Tutorial (1/24/2014 1:44:02 AM)

This should help a lot with scenario creation. Thank you very much.

I edited this post after I read another discussion. I had a question about modding existing scenarios but I found out why its not possible. No worries.




jungelsj_slith -> RE: Scenario Creation Tutorial (6/4/2016 6:37:15 AM)

So I'm having issues trying to lock units in place. The command seems to work fine in the editor - I lock the unit and all subordinates, and the icon names grey out. I get a warning that these units are locked etc.

However as soon as the scenario starts, all of these same units receive commands immediately and start moving around. I've tried adding 'unit starts in inactive state' as well, but no change - as soon as they activate, they start moving.

Bug, or am I missing something obvious in the editor? I'd like these units to stay on the defense in their prepared positions.




CapnDarwin -> RE: Scenario Creation Tutorial (6/4/2016 3:26:46 PM)

Inactive should hold them in place until fired on or they spot bad guys. Could be a new bug. Can you send us the scenario via PM or email to look at?




jungelsj_slith -> RE: Scenario Creation Tutorial (6/4/2016 4:48:40 PM)


quote:

ORIGINAL: Capn Darwin

Inactive should hold them in place until fired on or they spot bad guys. Could be a new bug. Can you send us the scenario via PM or email to look at?


Oh, maybe I'm just misunderstanding what it should do. The behavior you described does work - the issue I have is with the option "Unit is locked in place and cannot relocate." I understand that to mean they cannot move for the entire scenario (Maybe unless they're depleted and have to retreat?)

The behavior I'm trying to prevent is when units leave fortified positions in cover and get shot up - even though all objectives are in their possession, sometimes underneath the units that move away. "Locked" does not prevent this.

Happy to send scenario if that is not intended




jungelsj_slith -> RE: Scenario Creation Tutorial (6/4/2016 4:55:45 PM)

Oh! I think I found my issue. The default order for placed units seems to be "screen." Once I changed everything to "hold" and then set them to locked, it seemed to work correctly. I'm a doofus, they were doing exactly what I told them to, heh.




CapnDarwin -> RE: Scenario Creation Tutorial (6/4/2016 5:05:32 PM)

Happy to hear you have it figured out.




cbelva -> RE: Scenario Creation Tutorial (6/4/2016 5:06:23 PM)

No, "Unit is locked in place and cannot relocate" is only during the setup phase. The player and the AI can give these units movement orders during setup and they will start to move once the turn resolution begins. "Start Scenario in Inactive State" mean that the unit will not move during the scenario until it spots an enemy unit or it is fired upon. At that time the player and AI can give orders to the unit.

The big problem with the AI is that it doesn't really know how to defense in place. I have been complaining about this for 3 years. Unfortunately, the AI was coded to be aggressive, esp. on the offense. It does offense and meeting engagements fairly well. Improving the AI's ability on the defense is high on the list for Southern Storm and I am going to be very hard on the programmers to make sure this gets done [sm=fighting0056.gif], they are warned.




jungelsj_slith -> RE: Scenario Creation Tutorial (6/4/2016 5:15:09 PM)

I see. Yeah, looks like my last post was jumping the gun. They receive movement orders, just not on the first command cycle. Attaching the scenario anyway if anyone wants to make sure it's working as intended.

That's a bummer. Maybe Kursk isn't a great scenario to mod if the AI is going to leave their defensive lines right away. Maybe something more like Market Garden where both sides are rushing various bridges.

Thanks for the help/replies.





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