Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Radio Operator  () 1 Vote
Re: New Feature: Radio Operator[message #333484] Wed, 04 June 2014 17:35 Go to previous messageGo to next message
Deleted.

 
Messages:2657
Registered:December 2012
Location: Russian Federation
Another requests/questions =)

1. Use new radio set for tactical militia command instead of extended ear.
This will make radio operators even more useful for defending sectors, and using extended ear device as radio communication is silly.
2. Make it possible to use a pair of radio sets for sniper and spotter to allow spotting from distant point (beyond the regular sniper-spotter range).

Report message to a moderator

Lieutenant

Re: New Feature: Radio Operator[message #333510] Wed, 04 June 2014 21:29 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
1. Is already possible. A radio operator can give individual commands to any militia, even if he does not see them.
2. No.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #335816] Tue, 16 September 2014 14:00 Go to previous messageGo to next message
navaroe is currently offline navaroe

 
Messages:78
Registered:August 2012
Very nice feature indeed.
And I think I spotted minor bug:

AI seems to attempt to call in artillery even when it already depleted all possible sectors to call it from. Judging from number of text on console "not enough mortar shells...", AI tries up to 4 times therefore wasting operators APs.

Also, I think AI tries to call artillery when it is jamming communications on its own - heard that sound you hear when you try to call artillery with comms. jammed and that time only AI could be the one doing the jamming.

The saved game here is in moment, when the spotted queens soldier is radio operator and is about to make a artillery call attempt more then once and then barely has time to do anything else. Save is for build 7516, ja2_options.ini enclosed.

http://ulozto.net/x7fWWEEA/radiooperator-zip


That's it. Can get back to "testing" Smile

Report message to a moderator

Corporal
Re: New Feature: Radio Operator[message #335843] Wed, 17 September 2014 02:06 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Good find again, keep that up Wink. Fixed in r7523.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #336372] Wed, 01 October 2014 19:34 Go to previous messageGo to next message
navaroe is currently offline navaroe

 
Messages:78
Registered:August 2012
Thanks for fix. Me again with possible problem.

Since build 7535 I can't order artillery strike from neighboring sector, even tough it has enough (20) militia. AI can order strikes just as before.
Is it somehow intended (like there is no actual mortar in that sector and I have set militia to pick up sectors equipment) or a bug? It worked in 7516 and there is no note in changelog.txt.

Here is saved game and ini again:
http://ulozto.net/xshnC9kU/cantcallartillery-zip

Nav is the radio operator.

Edit: I also checked radio status (100%) and battery (full). But bad shape of those wouldn't cause the order to be greyed/out anyway, right?

[Updated on: Wed, 01 October 2014 22:56] by Moderator

Report message to a moderator

Corporal
Re: New Feature: Radio Operator[message #336485] Tue, 07 October 2014 08:37 Go to previous messageGo to next message
Ocular

 
Messages:24
Registered:September 2014
Nav|Naf
Is it somehow intended (like there is no actual mortar in that sector and I have set militia to pick up sectors equipment) or a bug? It worked in 7516 and there is no note in changelog.txt.


This might be an intentional change, but ordering Militia bombardment can be re-enabled with the following patch:

diff --git a/Build/Tactical/Soldier Control.cpp b/Build/Tactical/Soldier Control.cpp
index ff76300..eed0b2a 100644
--- a/Build/Tactical/Soldier Control.cpp	
+++ b/Build/Tactical/Soldier Control.cpp	
@@ -17811,7 +17811,8 @@ BOOLEAN SOLDIERTYPE::CanAnyArtilleryStrikeBeOrdered( UINT32* pSectorID )		// can
 		if ( loopX < 1 || loopX >= MAP_WORLD_X - 1 || loopY < 1 || loopY >= MAP_WORLD_Y - 1 )
 			continue;
 
-		if ( IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, this->bTeam ) )
+		if ( IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, this->bTeam ) ||
+		     ( this->bTeam == OUR_TEAM && IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, MILITIA_TEAM ) ) )
 		{
 			*pSectorID = (UINT32)SECTOR( loopX, loopY );
 			return TRUE;

Report message to a moderator

Private 1st Class
Re: New Feature: Radio Operator[message #336490] Tue, 07 October 2014 14:48 Go to previous messageGo to next message
CVB is currently offline CVB

 
Messages:129
Registered:September 2014
Location: Berlin
@Flugente: In the first post, you wrote:
Quote:
The sector modifier in TableData/Map/SectorNames.xml increases the possible scanning range in a sector (so that mountains are rewarding positions for this task)


All sectors I could find with positive in TableData/Map/SectorNames.xml are either airports, SAM sites, prison sites or the Alma command center. Do mountain sectors get an automatic bonus, or why are they rewarding positions?

Thanks in advance!

Report message to a moderator

Sergeant
Re: New Feature: Radio Operator[message #336547] Fri, 10 October 2014 20:25 Go to previous messageGo to next message
navaroe is currently offline navaroe

 
Messages:78
Registered:August 2012
Ocular

This might be an intentional change, but ordering Militia bombardment can be re-enabled with the following patch:


Wow. Thanks a lot for trying, really, but I'm afraid patching and then building my builds won't work for me now Embarrassed

Anyway, thinking about it, the way it was the game got a bit easier, which is not good. I'm not far enough in game to check if artillery strike will work when I have some mortar and ammo with militia. May be I'll try cheat my way there later to test it.
Just that there were no notice (maybe in SVN only?) and all made me think I'd alert the author on this.

Report message to a moderator

Corporal
Re: New Feature: Radio Operator[message #336557] Fri, 10 October 2014 22:02 Go to previous messageGo to next message
Ocular

 
Messages:24
Registered:September 2014
Nav|Naf
Wow. Thanks a lot for trying, really, but I'm afraid patching and then building my builds won't work for me now


Oh, it's no problem; I actually patched that a few weeks ago when I noticed that militia bombardment no longer worked (it's due to some code cleanup).

I agree that militia bombardment is pretty easy to abuse (esp. with radio operators leading militia around with them on the map), so I decided to re-disable for myself it until Flugente makes a final decision on whether this is an overpowered feature.

There's no doubt, however, that watching a pack of 20+ enemies getting nailed by a barrage is a ton of fun.

Report message to a moderator

Private 1st Class
Re: New Feature: Radio Operator[message #336646] Mon, 13 October 2014 23:27 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
CVB
@Flugente: In the first post, you wrote:
Quote:
The sector modifier in TableData/Map/SectorNames.xml increases the possible scanning range in a sector (so that mountains are rewarding positions for this task)


All sectors I could find with positive in TableData/Map/SectorNames.xml are either airports, SAM sites, prison sites or the Alma command center. Do mountain sectors get an automatic bonus, or why are they rewarding positions?

Thanks in advance!
No automatic bonus here. I likely just did not set any values.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #336647] Mon, 13 October 2014 23:28 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Ocular
Nav|Naf
Is it somehow intended (like there is no actual mortar in that sector and I have set militia to pick up sectors equipment) or a bug? It worked in 7516 and there is no note in changelog.txt.


This might be an intentional change, but ordering Militia bombardment can be re-enabled with the following patch:

diff --git a/Build/Tactical/Soldier Control.cpp b/Build/Tactical/Soldier Control.cpp
index ff76300..eed0b2a 100644
--- a/Build/Tactical/Soldier Control.cpp	
+++ b/Build/Tactical/Soldier Control.cpp	
@@ -17811,7 +17811,8 @@ BOOLEAN SOLDIERTYPE::CanAnyArtilleryStrikeBeOrdered( UINT32* pSectorID )		// can
 		if ( loopX < 1 || loopX >= MAP_WORLD_X - 1 || loopY < 1 || loopY >= MAP_WORLD_Y - 1 )
 			continue;
 
-		if ( IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, this->bTeam ) )
+		if ( IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, this->bTeam ) ||
+		     ( this->bTeam == OUR_TEAM && IsValidArtilleryOrderSector( loopX, loopY, this->bSectorZ, MILITIA_TEAM ) ) )
 		{
 			*pSectorID = (UINT32)SECTOR( loopX, loopY );
 			return TRUE;

Thanks, committed in r7564.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #337133] Sat, 25 October 2014 14:02 Go to previous messageGo to next message
Alansa is currently offline Alansa
Messages:2
Registered:October 2014
Randok
JA+SCI_Unstable_Revision_6553_on_GameDir_1854.7z
I have IMP- Radio Operator + radio set + special batteries.
I click on Radio Operator and I have window with inactive all functions. Only Cancel is green.
What am I doing wrong?
Please help Smile


I'm having the same problem.

Report message to a moderator

Civilian
Re: New Feature: Radio Operator[message #337604] Fri, 07 November 2014 00:20 Go to previous messageGo to next message
navaroe is currently offline navaroe

 
Messages:78
Registered:August 2012
Do you wear the radio instead of backpack? I think that's necessary.

Report message to a moderator

Corporal
Re: New Feature: Radio Operator[message #338442] Fri, 19 December 2014 08:41 Go to previous messageGo to next message
teapot156 is currently offline teapot156

 
Messages:13
Registered:October 2012
Would anyone mind helping me tweak or disable this feature? I'm playing a game now and the ai is just spamming the ability. They call in the signal smoke and a turn later a barrage destroys everything. I can't find anything in the .ini editor that relates to this.

[Updated on: Fri, 19 December 2014 08:42] by Moderator

Report message to a moderator

Private
Re: New Feature: Radio Operator[message #338450] Fri, 19 December 2014 16:32 Go to previous messageGo to next message
CVB is currently offline CVB

 
Messages:129
Registered:September 2014
Location: Berlin
Teapot
Would anyone mind helping me tweak or disable this feature? I'm playing a game now and the ai is just spamming the ability. They call in the signal smoke and a turn later a barrage destroys everything. I can't find anything in the .ini editor that relates to this.


You can also bring along your own radio operator and have him jam enemy communications.

Report message to a moderator

Sergeant
Re: New Feature: Radio Operator[message #338916] Sun, 11 January 2015 16:47 Go to previous messageGo to next message
cpt.Shen is currently offline cpt.Shen

 
Messages:8
Registered:January 2015
Is there an effective way to make the radio set useable when I choose old inventory and old attachments? I tried to change it's category to misc. or kit in xml editor and then put it in hands slot but it doesn't work, even with full battery inside.

Report message to a moderator

Private
Re: New Feature: Radio Operator[message #338925 is a reply to message #338916] Sun, 11 January 2015 19:00 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
This trait requires the new inventory system and does not work in the old inventory system.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #338932 is a reply to message #338925] Sun, 11 January 2015 20:32 Go to previous messageGo to next message
cpt.Shen is currently offline cpt.Shen

 
Messages:8
Registered:January 2015
Kinda disappointing. Would it be possible to alter it so it can be used with old inventory system in next build?

Report message to a moderator

Private
Re: New Feature: Radio Operator[message #338961 is a reply to message #338932] Tue, 13 January 2015 11:28 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
Messages:2434
Registered:October 2005
Location: Australia
What he said.

[Updated on: Tue, 19 September 2023 09:33]

Report message to a moderator

Lieutenant

Re: New Feature: Radio Operator[message #338997 is a reply to message #338961] Sat, 17 January 2015 23:07 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Hm. While I dislike removing strict code limitations I intentionally set up out of principle, in this instance I forgot what the instance was in the first place. So I'll allow it.

As of r7718, you can now use radio sets with the old inventory system - having the set somewhere in your inventory (and having a charged battery attached, and you being a qualified merc with the trait) will allow you to use the set. Note that as there is no LBE in OIV, it would be very smart to set the item class of the set (item #1697) to MISC instead of LBEGEAR, otherwise its unlikely the enemy will ever spawn with it.

Behaviour in NIV is unchanged - its needs to be LBE and has to be worn in the correct position.

This code change is not included in the stable 2014, because that's outdated dead weight anyway.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #339334 is a reply to message #338997] Mon, 09 February 2015 00:22 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
As a part of this, radio operators get a new use. They allow us giving militia in adjacent sectors (or adjacent towns) strategic movement orders. So if you want your militia to engage, but perhaps don't want to directly join them, it would be reasonable to have one of these guys along...

Now that we have a much easier time moving militia, it is a good time to remove this trait's biggest exploit: The militia reinforcements could previously ordered from any sector and arrived almost instantly. This allowed bypassing hours of their travel. Combined with the helicopter, one could move around a full sector's militia contingent across the country in blitzkrieg style. No more of that!
As of now, radio operators can only call in reinforcements in tactical inside towns. Combined with the new feature, you still move militia around, even easier than before - but 'militia blitzing' is no longer possible.

And no, there is no option to revert to old behaviour, because I say (and code) so.

[Updated on: Mon, 09 February 2015 00:28]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #342085 is a reply to message #339334] Fri, 14 August 2015 23:57 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
As or r974 & GameDir r2270, radio sets no longer need a battery. The reasoning behind this is simple: radio sets have two uses: commands in tactical combat, and radio scanning in strategic. While the energy use is different, there has to be an absurdly high 'energy' in the 'battery' (otherwise batteries would run dry very fast if time compression is small). So we either have batteries that last for ages, or batteries that run dry really, really fast.

Additionally, keeping this powered with batteries is tedious. It's okay for the motion detector, which is a powerful device one would use all the time if the usage wasn't restricted by the (relative) scarcity of batteries. I don't see the need for that with the radio set, as the radio jamming already provides a countermeasure for both teams... and the weight of the set, need to block an important LBE slot and limited qualified personnel are already a limiting factor.

Plus having at least some parts of the game become a lit less tedious (you might have merc with the correct trait and equipped the correct item in the correct way, but have you attached the correct other item?) would be nice change.

#1698 stays in for now for compatibility reasons (not wanting to have NADAs illegally attached to all sets) for now.

Item #1698 is no longer needed (is still in for compatibility reasons for now).



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #342086 is a reply to message #342085] Sat, 15 August 2015 03:33 Go to previous messageGo to next message
Franimus is currently offline Franimus

 
Messages:55
Registered:June 2015
Location: USA
I don't think I saw it mentioned in this thread... My radio operator merc (NIV, AIMNAS) started out with a radio headset, what is the difference between that and this radio backpack/LBE?

Also, is it possible for the enemy to call immediate reinforcements from non-town sectors? When I attacked Drassen Mine, it seemed like reinforcements may have come in from the south; I'm not sure if all 40 reinforcements came from the east, although I do have all troop limits set to maximums (64, 40, etc).

Report message to a moderator

Corporal
Re: New Feature: Radio Operator[message #342094 is a reply to message #342086] Sun, 16 August 2015 08:02 Go to previous messageGo to next message
M16AMachinegun is currently offline M16AMachinegun

 
Messages:304
Registered:September 2013
Thats an Extended Ear. It boosts hearing range and Deputy/Squadleader 'aura' radii

Report message to a moderator

Master Sergeant
Re: New Feature: Radio Operator[message #343889 is a reply to message #342094] Fri, 29 January 2016 00:51 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
As of r8043 & GameDir r2289, there is now an ini setting (Skills_Settings.ini) that controls whether player radio operators are allowed to call in militia reinforcements from adjacent sectors:
; controls whether player-ctonrtolled operators can call militia reinforcements from adjacent sectors 
; This also requires AllowReinforcements to be 1 in DifficultySettings.xml
; 0: not at all
; 1: if they are in the same town
; 2: if either this or the adjacent sector is in a town
; 3: possible in all sectors
RADIO_OPERATOR_REINFORCEMENT_SETTING	  = 2

Due to somewhat wonky coding, up to now it was basically always option 3, which allowed to blitz around the country with 6 mercs in a heli and 64 militia in tow. Perhaps some might want to alter that.



I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #345495 is a reply to message #327348] Sat, 14 May 2016 08:58 Go to previous messageGo to next message
raditzvisnar is currently offline raditzvisnar

 
Messages:36
Registered:April 2016
Location: Indonesia

From where should i buy the battery? BR? Or NPC? From BR i cant find that item...


https://i.ibb.co/0mSksS8/KTsNb.pnghttps://i.ibb.co/wd9K45P/psp-in-the-pixels-w-menu-items-by-gfball84887-d8ai7q0-1.png

Report message to a moderator

Private 1st Class
Re: New Feature: Radio Operator[message #345498 is a reply to message #345495] Sat, 14 May 2016 10:26 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
After 7974 radio sets no longer need battery

Report message to a moderator

First Sergeant
Re: New Feature: Radio Operator[message #345690 is a reply to message #345498] Thu, 26 May 2016 20:01 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
In r8177 I'm still getting the message "no .xml signal shell found" when calling for an artillery strike. I know there was a problem with this related to the editor in the past so maybe it's more of the same. Too bad though. This is one of the coolest things you've added Flugente.

Report message to a moderator

Corporal 1st Class
Re: New Feature: Radio Operator[message #345691 is a reply to message #345690] Thu, 26 May 2016 20:46 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
The signal shell item (item #1700 in stock) needs the tag <ItemFlag>67108864</ItemFlag> set to be found. It is likely the editor deletes that.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #345699 is a reply to message #345691] Fri, 27 May 2016 05:53 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
Pardon me for knowing nothing about how to code but is there an easy way for me and others to set that flag manually?

On a related subject, the JA editor doesn't seem to run anymore...not the .xml editor, which does...but loads very slowly.

Maybe that's because I've implemented the Windows 8 fix for JA.exe but perhaps the same needs to be done for these other exe's too.

Report message to a moderator

Corporal 1st Class
Re: New Feature: Radio Operator[message #345700 is a reply to message #345691] Fri, 27 May 2016 06:03 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
Well I used the editor and found ID 6718864 is associated with "Signal Shell", but item 1700 is called simply 'placeholder'. If I select item 1700 and choose the flag "Signal Shell" (nothing is checked now), would that work or jut bugger it all up?

I may be ignorant, but I'm not stupid....

Report message to a moderator

Corporal 1st Class
Re: New Feature: Radio Operator[message #345703 is a reply to message #345700] Fri, 27 May 2016 09:57 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
Don't use the XML Editor for changing that stuff. It will likely break some files. You can use it for viewing but don't save. Make changes with an editor like Notepad++.

Here is the relevant part in stock 1.13 items.xml:

<ITEM>
	<uiIndex>1700</uiIndex>
	<szItemName>Mortar Signal Shell</szItemName>
	<szLongItemName>60mm Mortar Signal Shell</szLongItemName>
	<szItemDesc>This mortar shell is used to mark an area for further bombardment.</szItemDesc>
	<szBRName>60mm Mortar Signal Shell</szBRName>
	<szBRDesc>The red smoke from this signal shell clearly marks an area - visible even at night.</szBRDesc>
	<usItemClass>512</usItemClass>
	<AttachmentClass>1024</AttachmentClass>
	<nasAttachmentClass>1024</nasAttachmentClass>
	<nasLayoutClass>1</nasLayoutClass>
	<ubClassIndex>94</ubClassIndex>
	<ItemFlag>67108864</ItemFlag>




Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Report message to a moderator

Lieutenant
Re: New Feature: Radio Operator[message #345710 is a reply to message #345703] Fri, 27 May 2016 23:26 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
Thanks Silversurfer and Flugente. I do love this feature; it creates a whole new type of game if you want it to.

Report message to a moderator

Corporal 1st Class
Re: New Feature: Radio Operator[message #345857 is a reply to message #345710] Mon, 06 June 2016 08:06 Go to previous messageGo to next message
Inukshuk

 
Messages:85
Registered:September 2009
Location: Canada
After messing it up when I edited it with plain Notepad (CTD on loading game) I used Notepad++ and everything worked fine in the game but still when I called for arty it would crash the game...didn't say anything about smoke shell flag like before but didn't work either.

This is just FYI. I'm just going to play without it, but thanks for the help anyway.

Report message to a moderator

Corporal 1st Class
Re: New Feature: Radio Operator[message #346242 is a reply to message #345857] Fri, 15 July 2016 13:37 Go to previous messageGo to next message
RegularJoe is currently offline RegularJoe

 
Messages:9
Registered:March 2014
Location: Finland
Seems like the inability to order artystrikes is an AIMNAS issue.
From the aim items.xml:

<ITEM>
<uiIndex>2555</uiIndex>
<szItemName>Signal Shell</szItemName>
<szLongItemName>60mm Signal Smoke Shell</szLongItemName>
<szItemDesc>These 60mm shells disperse red signaling smoke on the target area.</szItemDesc>
<szBRName>60mm Signal Smoke Shell</szBRName>
<szBRDesc>These 60mm shells disperse red signaling smoke on the target area.</szBRDesc>
<usItemClass>512</usItemClass>
<ubClassIndex>214</ubClassIndex>
<ItemFlag>67108864</ItemFlag>
<ubGraphicType>1</ubGraphicType>
<ubGraphicNum>810</ubGraphicNum>
<ubWeight>17</ubWeight>
<ubPerPocket>2</ubPerPocket>
<ItemSize>686</ItemSize>
<usPrice>600</usPrice>
<ubCoolness>6</ubCoolness>
<bRepairEase>-5</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<Metal>1</Metal>
<Sinks>1</Sinks>
<ShowStatus>1</ShowStatus>
<BigGunList>1</BigGunList>
<BR_NewInventory>4</BR_NewInventory>
<usOverheatingCooldownFactor>100</usOverheatingCooldownFactor>
<buddyitem>85</buddyitem>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>

I added here that itemflag as I figured out that it's the thing for artystrike code to detect an item as "signal smoke" it wants. Before this edit the game complained about missing signalsmoke, afterwards it crashed when ordering arty.
Guess that there is something fucked up with the items/explosives and/or the artystrike code needs also something else from xmls that is varied in the aimnas. Can't say what though as I barely understand how the 113 works.

[Updated on: Fri, 15 July 2016 13:37]

Report message to a moderator

Private
Re: New Feature: Radio Operator[message #346245 is a reply to message #346242] Fri, 15 July 2016 15:02 Go to previous messageGo to next message
silversurfer

 
Messages:2791
Registered:May 2009
In AIMNAS Item 2555 is not the artillery signal shell. It's just one of the normal signal shells that come in different flavours like hand grenades, 40mm grenades and 60mm shells.

The artillery signal shell needs to have <ItemFlag>67108864</ItemFlag> set and its <ubClassIndex> needs to point to an explosive in Explosives.xml that has <ubType>10</ubType> which stands for "Signal Shell".

Currently AIMNAS seems to be missing an artillery signal shell altogether.



Wildfire Maps Mod 6.07 on SVN: https://ja2svn.mooo.com/source/ja2/branches/Wanne/JA2%201.13%20Wildfire%206.06%20-%20Maps%20MOD

Report message to a moderator

Lieutenant
Re: New Feature: Radio Operator[message #346250 is a reply to message #346245] Fri, 15 July 2016 21:35 Go to previous messageGo to next message
RegularJoe is currently offline RegularJoe

 
Messages:9
Registered:March 2014
Location: Finland
All right, well, it should be easy enough to fix, that was what I needed to know. Thanks!

[Updated on: Fri, 15 July 2016 21:36]

Report message to a moderator

Private
Re: New Feature: Radio Operator[message #346381 is a reply to message #346250] Wed, 27 July 2016 04:21 Go to previous messageGo to next message
nsnipe is currently offline nsnipe

 
Messages:22
Registered:May 2010
Could some of you share how to fix arty stuff with Bigmaps/Aim? I've tried adding flags in xml's, tried changing them in xml editor. Nothing helps - if I add Smoke signal flag - game crashes everytime i try calling artys from militia...

Report message to a moderator

Private 1st Class
Re: New Feature: Radio Operator[message #346385 is a reply to message #346381] Wed, 27 July 2016 13:49 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
I suggest looking at the signal shell related in Items.xml, Explosives.xml and ExplosiveData.xml and copying that over.

And don't use xml editor afterwards, as it likely eats entries.

[Updated on: Wed, 27 July 2016 13:49]




I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

Report message to a moderator

Captain

Re: New Feature: Radio Operator[message #346772 is a reply to message #346385] Thu, 01 September 2016 14:53 Go to previous messageGo to previous message
Boojum

 
Messages:11
Registered:September 2016
Excuse me, Flugente, but since you allowed to use this radio operator mechanics with the old inventory system, maybe you could also allow to use this with the old skill system? For example, by replacing strings #17 573 - 17 574 in Soldier Control.cpp:
if ( !NUM_SKILL_TRAITS( this, RADIO_OPERATOR_NT) )
		return FALSE;

with something like
if ( !NUM_SKILL_TRAITS( this, RADIO_OPERATOR_NT || this, ELECTRONICS_OT ) )
		return FALSE;

Radio operating and electronics are very closely connected IRL, for example, many (if not most) of the radiophysical faculties don't make a difference between these specialities, having only combined "Radiophysics and electronics" specialization instead.

Report message to a moderator

Private
Previous Topic: New Feature: IMP gear selection
Next Topic: New feature: turncoats
Goto Forum:
  


Current Time: Wed Dec 25 18:33:15 GMT+2 2024

Total time taken to generate the page: 0.03889 seconds