|
|
|
|
Re: New Feature: Radio Operator[message #336372]
|
Wed, 01 October 2014 19:34
|
|
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
|
|
Ocular |
|
Messages:24
Registered:September 2014 |
|
|
Nav|NafIs 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 #336557]
|
Fri, 10 October 2014 22:02
|
|
Ocular |
|
Messages:24
Registered:September 2014 |
|
|
Nav|NafWow. 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 #336647]
|
Mon, 13 October 2014 23:28
|
|
Flugente |
|
Messages:3507
Registered:April 2009 Location: Germany |
|
|
OcularNav|NafIs 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
|
|
|
|
|
|
|
|
|
|
|
|
Re: New Feature: Radio Operator[message #338997 is a reply to message #338961]
|
Sat, 17 January 2015 23:07
|
|
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
|
|
|
|
Re: New Feature: Radio Operator[message #339334 is a reply to message #338997]
|
Mon, 09 February 2015 00:22
|
|
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
|
|
|
|
Re: New Feature: Radio Operator[message #342085 is a reply to message #339334]
|
Fri, 14 August 2015 23:57
|
|
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
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Re: New Feature: Radio Operator[message #346385 is a reply to message #346381]
|
Wed, 27 July 2016 13:49
|
|
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
|
|
|
|
Re: New Feature: Radio Operator[message #346772 is a reply to message #346385]
|
Thu, 01 September 2016 14:53
|
|
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
|
|
|