Home » MODDING HQ 1.13 » v1.13 Coding Talk » Experimental Project 7
Re: Experimental Project 7[message #359981 is a reply to message #359980] Sat, 09 May 2020 19:46 Go to previous messageGo to next message
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I think it should be possible with map editor and some triggers.


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Re: Experimental Project 7[message #359984 is a reply to message #359981] Sun, 10 May 2020 10:36 Go to previous messageGo to next message
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r1525

Incendiary shotgun ammo from SDO mod:
- creates small fire
- can ignite grass
- tracer type, so shows red bullets and can ignite burnable objects
- no instant damage, enemy will receive damage next turn when trying to run out of fire

New tag <shotAnimation> in AmmoTypes.xml allows defining custom shot animation, for example incendiary ammo uses MINIBOOM.sti animation:
<shotAnimation>TILECACHE\MINIBOOM.sti</shotAnimation>




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Re: Experimental Project 7[message #360064 is a reply to message #359984] Sun, 17 May 2020 11:35 Go to previous messageGo to next message
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r1526

Press [ALT] or enable new ingame option to see names of inactive mercs

Also shows extended status of inactive soldier, in relation to selected soldier: spotter, sniper, medic, patient, dragging, dragged.



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Re: Experimental Project 7[message #360561 is a reply to message #360064] Sun, 12 July 2020 01:48 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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you may want to update download link on [url=http://thepit.ja-galaxy-forum.com/index.php?t=msg&goto=347454&#msg_347454]here[/url] because it is dead.

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Re: Experimental Project 7[message #360563 is a reply to message #360561] Sun, 12 July 2020 08:27 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
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The Tiny url to Seven's google drive works for me.

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Re: Experimental Project 7[message #360564 is a reply to message #360563] Sun, 12 July 2020 12:22 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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Hawkeye wrote on Sun, 12 July 2020 08:27
The Tiny url to Seven's google drive works for me.
because he fixed the link happy look at the edit time of that post.

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Re: Experimental Project 7[message #360639 is a reply to message #360564] Tue, 21 July 2020 14:24 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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hi can i ask why sometimes my weapon fire only one bullet in burst mode? i am not aiming (right clicking) but still gun fires only one bullet. this is happening sometimes not all the time. i couldnt figure it out...

[Updated on: Tue, 21 July 2020 16:48]

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Re: Experimental Project 7[message #360640 is a reply to message #360639] Tue, 21 July 2020 14:40 Go to previous messageGo to next message
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gougluinn wrote on Tue, 21 July 2020 16:24
hi can i ask why sometimes my weapon fire only one bullet in burst mode? i am not aiming (right clicking) but still gun fires only one bullet. this is only happening sometimes not all the time. i couldnt figure it out...
It's old bug. If you find how to reproduce it, please tell me or send a save with reproducible bug.



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Re: Experimental Project 7[message #360936 is a reply to message #360640] Fri, 14 August 2020 17:45 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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^ i just remembered this post sorry but it was my noobness because i didnt know right click and mouse wheel are different things and never ever chambered a round with right click lol. in my noob view, i thought we can only fire lots of bullets if we dont aim so i wasnt aiming when i wanted to fire lots of bullets lolzzzzzz.

i have also a suggestion about enemy reinforce placement. in my view they should not enter a sector too close to player. i encountered this lots of time, lets say i entered from left side and put my mercs on most southern side then lots of enemies appeared between my mercs right after enemy got alerted. this causes weird situations so my suggestion if we entered from left side to the sector then enemy reinforce forces should not enter same sector from left side of the map. (whether they come from northern or southern side)

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Re: Experimental Project 7[message #360937 is a reply to message #360936] Fri, 14 August 2020 19:07 Go to previous messageGo to next message
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gougluinn wrote on Fri, 14 August 2020 19:45
^ i just remembered this post sorry but it was my noobness because i didnt know right click and mouse wheel are different things and never ever chambered a round with right click lol. in my noob view, i thought we can only fire lots of bullets if we dont aim so i wasnt aiming when i wanted to fire lots of bullets lolzzzzzz.

i have also a suggestion about enemy reinforce placement. in my view they should not enter a sector too close to player. i encountered this lots of time, lets say i entered from left side and put my mercs on most southern side then lots of enemies appeared between my mercs right after enemy got alerted. this causes weird situations so my suggestion if we entered from left side to the sector then enemy reinforce forces should not enter same sector from left side of the map. (whether they come from northern or southern side)
There was a code to prevent enemy from appearing too close to mercs, but players were heavily exploiting it, so this code was mostly disabled.
Also, if you come from left side, and enemy reinforcements appear from the left side too, how could you attack from sector already having enemies?



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Re: Experimental Project 7[message #360938 is a reply to message #360936] Fri, 14 August 2020 20:27 Go to previous messageGo to next message
CarsonBlackman is currently offline CarsonBlackman

 
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gougluinn wrote on Fri, 14 August 2020 17:45
^ i have also a suggestion about enemy reinforce placement. in my view they should not enter a sector too close to player. i encountered this lots of time, lets say i entered from left side and put my mercs on most southern side then lots of enemies appeared between my mercs right after enemy got alerted. this causes weird situations so my suggestion if we entered from left side to the sector then enemy reinforce forces should not enter same sector from left side of the map. (whether they come from northern or southern side)
For me, part of planning an attack is looking at the surrounding squares and anticipating reinforcements arriving from that direction. Unless I can prepare for, and defend against, enemies that appear (especially at inconvenient times or locations) I don't deploy too close to that edge. If my team isn't capable of dealing with all possible reinforcements in addition to the original defenders I wouldn't do the attack.

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Re: Experimental Project 7[message #360939 is a reply to message #360937] Fri, 14 August 2020 20:35 Go to previous messageGo to next message
gougluinn is currently offline gougluinn

 
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sevenfm wrote on Fri, 14 August 2020 19:07
gougluinn wrote on Fri, 14 August 2020 19:45
^ i just remembered this post sorry but it was my noobness because i didnt know right click and mouse wheel are different things and never ever chambered a round with right click lol. in my noob view, i thought we can only fire lots of bullets if we dont aim so i wasnt aiming when i wanted to fire lots of bullets lolzzzzzz.

i have also a suggestion about enemy reinforce placement. in my view they should not enter a sector too close to player. i encountered this lots of time, lets say i entered from left side and put my mercs on most southern side then lots of enemies appeared between my mercs right after enemy got alerted. this causes weird situations so my suggestion if we entered from left side to the sector then enemy reinforce forces should not enter same sector from left side of the map. (whether they come from northern or southern side)

There was a code to prevent enemy from appearing too close to mercs, but players were heavily exploiting it, so this code was mostly disabled.
Also, if you come from left side, and enemy reinforcements appear from the left side too, how could you attack from sector already having enemies?

well let me tell again, i am coming from cleaned sector (west) to the right one (east) like from l4 to l5.

example pic of strategy map:
https://i.imgur.com/Ups7iLV.png

i put my mercs on most southern place. i killed a few soldiers then as you see in below pic reinforcements came from southern sector to right into within the earshot of my soldiers. my suggestion these enemies who came from southern sector should enter this sector from southeast (right) side.

another example of tactical map:
https://i.imgur.com/YhR2ryM.jpg[

[Updated on: Sat, 15 August 2020 23:38]

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Re: Experimental Project 7[message #361017 is a reply to message #360939] Tue, 25 August 2020 19:59 Go to previous messageGo to next message
Ortis is currently offline Ortis

 
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I'm playing with the militia use sector equipment on. The problem is that sometimes they don't drop their weapon when they die.
Is there a fix for this?

Im have USE_EXTERNALIZED_ENEMY_ITEM_DROPS set to 0, (default drop all off) if that matters.

This happens with unofficial modpack, JA+Ai, SDO

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Re: Experimental Project 7[message #361019 is a reply to message #361017] Tue, 25 August 2020 22:36 Go to previous messageGo to next message
CarsonBlackman is currently offline CarsonBlackman

 
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Ortis wrote on Tue, 25 August 2020 19:59
I'm playing with the militia use sector equipment on. The problem is that sometimes they don't drop their weapon when they die.
Is there a fix for this?

Im have USE_EXTERNALIZED_ENEMY_ITEM_DROPS set to 0, (default drop all off) if that matters.

This happens with unofficial modpack, JA+Ai, SDO
In the Tactical Difficulty Settings there is an entry for NPC's to drop all. After that there are listings for Militia, Civilians and NPC autoresolve. You can fine tune who drops what here.

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Re: Experimental Project 7[message #361074 is a reply to message #361019] Mon, 31 August 2020 15:06 Go to previous messageGo to next message
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r1560

Fix critical bug: FindAmmoToReload crashes if incorrect bWeaponMode is set.

Red, Black AI: added possibility to move 1-2 tiles in ALT mode (moving backwards or sideways).



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Re: Experimental Project 7[message #361111 is a reply to message #361074] Fri, 04 September 2020 09:16 Go to previous messageGo to next message
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r1565

Re-enabled roof collapse animation (requires Tilecache\roofdestbrown1x1.sti and roof collapse explosion item in items.xml with <ItemFlag>268435456</ItemFlag>).
Lowered explosion power requirement for flyback animation to 40.
AI: when deciding to use reverse movement mode, check if current spot or movement spot can be seen or attacked by enemy, or if soldier is under attack or there is fresh corpse nearby.
Soldiers with HTH, Martial Arts skills: PUNCH_APS_REDUCTION reduces APs for attack when using <BrassKnuckles> item.
Don't allow ninja kick animation if using punch weapon (use ninja punch instead).

Also improved offset for roof collapse animation, see Data\roofdestbrown1x1.sti on google drive.

[Updated on: Fri, 04 September 2020 09:23]




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Re: Experimental Project 7[message #361113 is a reply to message #361111] Fri, 04 September 2020 14:11 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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I have a request. Ambient Facilities affect every character in the sector -- but the Player has no idea because nowhere during play can they find that information. Ambient Facility description tags do not show up in game. So my request is to have the Ambient Facility description show up in game like non-ambient Facility descriptions do. I'm hoping it's an easy modification.

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Re: Experimental Project 7[message #361185 is a reply to message #361113] Tue, 08 September 2020 19:54 Go to previous messageGo to next message
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edmortimer wrote on Fri, 04 September 2020 16:11
I have a request. Ambient Facilities affect every character in the sector -- but the Player has no idea because nowhere during play can they find that information. Ambient Facility description tags do not show up in game. So my request is to have the Ambient Facility description show up in game like non-ambient Facility descriptions do. I'm hoping it's an easy modification.
I'm afraid it's not that easy, especially for someone who never worked with assignments/facilities code. If this feature will be implemented in the trunk, I could port it to +AI, but developing it for my project is low priority at the moment.
Also, you can probably just add facilities which no one can use but which will show the player the effects of ambient facilities in this sector.



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Re: Experimental Project 7[message #361187 is a reply to message #361185] Tue, 08 September 2020 22:36 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
I have a request. Ambient Facilities affect every character in the sector -- but the Player has no idea because nowhere during play can they find that information. Ambient Facility description tags do not show up in game. So my request is to have the Ambient Facility description show up in game like non-ambient Facility descriptions do. I'm hoping it's an easy modification.

I'm afraid it's not that easy, especially for someone who never worked with assignments/facilities code. If this feature will be implemented in the trunk, I could port it to +AI, but developing it for my project is low priority at the moment.
Also, you can probably just add facilities which no one can use but which will show the player the effects of ambient facilities in this sector.

OK, I was hoping it was a simple command not to display the description for an ambient facility. Unfortunately, you can't make an ambient facility, which effects every character (enemies, civs, and everybody), into a non-ambient, normal facility. Normal facilities require the player to put characters into their roles/jobs, and do not effect NPCs, civs, enemies, etc. Oh well, such is JA2.

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Re: Experimental Project 7[message #361195 is a reply to message #361187] Wed, 09 September 2020 06:18 Go to previous messageGo to next message
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edmortimer wrote on Wed, 09 September 2020 00:36
Unfortunately, you can't make an ambient facility, which effects every character (enemies, civs, and everybody), into a non-ambient, normal facility. Normal facilities require the player to put characters into their roles/jobs, and do not effect NPCs, civs, enemies, etc. Oh well, such is JA2.
I didn't say replace ambient with normal facilities, what I mean is when there is ambient facility, also add normal assignment which has ubStaffLimit > 0 but requirements so high that no one can actually use it, and use it's name and description to show effects of hidden ambient facility.



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Re: Experimental Project 7[message #361215 is a reply to message #361195] Thu, 10 September 2020 09:05 Go to previous messageGo to next message
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r1570

New tags in SectorNames.xml:
<szFirstTimeDescription>
<szFirstTimeDescription1>
<szFirstTimeDescription2>
<szFirstTimeDescription3>
Show sector description message when entering sector for the first time, 1..3 are used for underground sectors.
Description length should be less than 256 chars.
Doesn't work in UB because of lack of free sector flags.


[Updated on: Thu, 10 September 2020 09:05]




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Re: Experimental Project 7[message #361254 is a reply to message #361215] Sat, 12 September 2020 22:40 Go to previous messageGo to next message
Inveris is currently offline Inveris

 
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Hello Sevenfm

First of all, thank You very much for your outstanding work for entire JA2. You are becoming a real legend. So many people are using Your work without Your knowing, but if they all would to thank You, than You should create another forum for this thumbs up

I tried to study all this thread and others but I did not found an answer.

1. Is there any link to download only NWSS mod.
2. Is there any link to download only New Ambient Sound (NAS)

What I am trying to do, is to play only JA2+AI+NWSS+NAS. I just did not find appropriate files to combine. Could You help mi with that?

[Updated on: Sun, 13 September 2020 00:27]

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Re: Experimental Project 7[message #361261 is a reply to message #361254] Sun, 13 September 2020 06:39 Go to previous messageGo to next message
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Hi Inveris!

To use NWSS together with Ja2+AI, you need the following:
1. Activate it in Ja2_Options.ini:
[Extended Options]
NWSS = TRUE
2. Download NWSS folder and put it somewhere the game can find, for example Data\AltSounds, Data-1.13\AltSounds, you can find the folder on my Ja2+AI google drive (link in the sig) in Data\NWSS.7z, or download any of my unofficial modpacks and find this folder in Data-User\AltSounds.
The folder structure should be like:
Data\AltSounds\Caliber
Data\AltSounds\Common

To use new ambients, you need the following:
1. Activate this feature (Sector Steady Ambients) in Ja2_Options.ini
[Extended Options]
ENABLE_SSA = TRUE
VOLUME_SSA = 100
you may also want to activate tactical fire ambient with
ENABLE_TA = TRUE
VOLUME_TA = 100
2. Find and download the ambients folder from my Ja2+AI google drive, you can find it in Data\Ambient.7z, or download any unofficial modpack, you will find ambient files in Data-User\Ambient folder.
Folder structure should look like:
Data\Ambient\SSA
Data\Ambient\fire.ogg (if you need fire ambient)

Also, NWSS and SSA are a part of the main 1.13 trunk now, see this project: http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=24289

[Updated on: Sun, 13 September 2020 19:24]




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Re: Experimental Project 7[message #361266 is a reply to message #361261] Sun, 13 September 2020 15:59 Go to previous messageGo to next message
Inveris is currently offline Inveris

 
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Thank You very much, everything works just fine.

Your modpack contains VoiceTaunts and many of this new animation, You have shown us. Is there possibility to activate them on clean version of JA2 7609 + AI?

From what I have read, Your modpack contains many features mentioned in this thread. Tell me, they are working with all mods in modpack?

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Re: Experimental Project 7[message #361269 is a reply to message #361266] Sun, 13 September 2020 18:05 Go to previous messageGo to next message
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You can find some information on how to use new features in Docs\new options.txt and Docs\removed or changed options.txt on google drive.
Voice taunts require TAUNT_VOICE = TRUE in Taunts_Settings.INI, also enabling TAUNT_MAKE_NOISE is recommended.
I don't remember any new animations in my modpacks except maybe new explosion animations which you can just copy to your tilecache folder, they just replace vanilla explosion animations and will be used automatically.
As for mods, some features will work with all mods, like Voice Taunts, some require xml work like NWSS, some may be disabled for certain mods. I don't remember all details now, but in general most +AI features will work with all 7609 based mods.
I think SDO from my modpack has the highest level of support for +AI features, including attached explosives (which requires modification of Items.xml), for example.

[Updated on: Sun, 13 September 2020 19:27]




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Re: Experimental Project 7[message #361271 is a reply to message #361269] Sun, 13 September 2020 22:54 Go to previous messageGo to next message
Inveris is currently offline Inveris

 
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Thank You. Again everything is working properly.

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Re: Experimental Project 7[message #361324 is a reply to message #332214] Fri, 18 September 2020 01:28 Go to previous messageGo to next message
Bananarepublic is currently offline Bananarepublic

 
Messages:39
Registered:October 2013
Hello Sevenfm, I've found a reddit post linking to your modpack with all the different mods.
I wanted to play JA 1.13 +AI with the SDO overhaul (to use with NCTH) but right at the start of the game I've noticed a bug with the underbarrel grenade launcher. When you create an IMP with Heavy Weapons and marksmanship score of 85 you get a M1 carbine with an underbarrel and you can press B to select the GL fire mode, however you can't switch back to regular firing after pressing B, it gets stuck on the GL until you fire.
Is this something that you can fix?

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Re: Experimental Project 7[message #361327 is a reply to message #361324] Fri, 18 September 2020 07:42 Go to previous messageGo to next message
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Bananarepublic wrote on Fri, 18 September 2020 03:28
Hello Sevenfm, I've found a reddit post linking to your modpack with all the different mods.
I wanted to play JA 1.13 +AI with the SDO overhaul (to use with NCTH) but right at the start of the game I've noticed a bug with the underbarrel grenade launcher. When you create an IMP with Heavy Weapons and marksmanship score of 85 you get a M1 carbine with an underbarrel and you can press B to select the GL fire mode, however you can't switch back to regular firing after pressing B, it gets stuck on the GL until you fire.
Is this something that you can fix?
Hi Bananarepublic! M1 Carbine does not have any underbarrel grenade launcher, instead it uses rifle grenade device which blocks muzzle when grenade is attached, that's the reason why you cannot switch back to normal shooting.
https://i.imgur.com/bsYjVDn.png
https://i.imgur.com/gkyWudg.png
https://i.imgur.com/EhsdQmA.jpg



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Re: Experimental Project 7[message #361330 is a reply to message #361327] Fri, 18 September 2020 11:05 Go to previous messageGo to next message
Bananarepublic is currently offline Bananarepublic

 
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Oh lol.. I completely forgot how it worked! Apologies and thanks for educating me thumbs up

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Re: Experimental Project 7[message #361336 is a reply to message #361330] Fri, 18 September 2020 20:17 Go to previous messageGo to next message
Inveris is currently offline Inveris

 
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Hello Sevenfm. Is there any access to the source code of the JA2 AI, because I would like to compile it to the french and polish version.

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Re: Experimental Project 7[message #361398 is a reply to message #361336] Mon, 28 September 2020 17:14 Go to previous messageGo to next message
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r1583 fixes critical bug which can result in AI endless loop when soldier cannot find nearby darker spot.


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Re: Experimental Project 7[message #361406 is a reply to message #361398] Wed, 30 September 2020 12:08 Go to previous messageGo to next message
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r1594

Enemy can use wirecutters to cut path to closest enemy, also flanking soldiers can use wirecutters to cut fence if they cannot find next flanking spot.
EXTRA_ITEMS option adds small chance for enemy soldiers to have wirecutters, depending on soldier class and game difficulty.
Only attacking soldiers will use wirecutters, garrison soldiers will prefer to not destroy fortifications.

Limitations: currently soldier can cut fences only around him, he will not intentionally move to fence to cut it.




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Re: Experimental Project 7[message #361409 is a reply to message #361406] Wed, 30 September 2020 17:44 Go to previous messageGo to next message
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r1597

New option REPAIR_WIRE_FENCES (FALSE by default) allows repairing cut fences using wire cutters.
Works by assigning bPartnerDelta to cut fence structure information.

[Updated on: Wed, 30 September 2020 18:00]




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Re: Experimental Project 7[message #361416 is a reply to message #361406] Wed, 30 September 2020 23:46 Go to previous messageGo to next message
crackwise is currently offline crackwise

 
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Awesome! A very welcome feature. It will make defending SAM sites, military bases, airports etc. much harder and fun.

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Re: Experimental Project 7[message #361417 is a reply to message #361409] Thu, 01 October 2020 00:04 Go to previous messageGo to next message
Kitty

 
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sevenfm wrote on Wed, 30 September 2020 17:44
...
Works by assigning bPartnerDelta to cut fence structure information. ...
Amazing. What magic did you use to do this? thumbs up

Wouldn't changing the bPartnerDelta also require changes inside the .jsd and therefore changes in GameDir ?



How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

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Re: Experimental Project 7[message #361424 is a reply to message #361417] Thu, 01 October 2020 06:22 Go to previous messageGo to next message
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Kitty wrote on Thu, 01 October 2020 02:04
Wouldn't changing the bPartnerDelta also require changes inside the .jsd and therefore changes in GameDir ?
No since it only controls to which structure we swap current structure. It's the same process as with cutting fence, just reversed. The main problem was that there was no reverse offset in "cut fence" structure so I just add it from existing normal fences when the world loads.
I think you can achieve the same result even in stock exe (even ja2 vanilla) without code changes, by just adding needed partner data to "cut fence" jsd and removing "open structure" flag as it prevents the game from recognizing fence as cuttable (they both have wirefence flag).



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Re: Experimental Project 7[message #361426 is a reply to message #361424] Thu, 01 October 2020 13:13 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
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https://i.imgur.com/DsIGDN0.jpg

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Re: Experimental Project 7[message #361430 is a reply to message #361424] Thu, 01 October 2020 20:24 Go to previous messageGo to next message
Kitty

 
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sevenfm wrote on Thu, 01 October 2020 06:22
... I think you can achieve the same result even in stock exe (even ja2 vanilla) without code changes, by just adding needed partner data to "cut fence" jsd and removing "open structure" flag as it prevents the game from recognizing fence as cuttable (they both have wirefence flag).


Check. It's working just like you explained. Did a quick test with a changed .jsd in trunk 8896/2566, and wirefences could be fixed with wirecutter (probably KCB as well).

I did this:

Toggle Spoiler



Can upload .jsd as well if wished for, but since it's for trunk 1.13, I thought this thread might not the right place.

Thanks for your explaination, helped a lot.

[Updated on: Thu, 01 October 2020 20:32]




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Re: Experimental Project 7[message #361431 is a reply to message #361430] Thu, 01 October 2020 20:33 Go to previous messageGo to next message
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Please upload your jsd's here or somewhere, I'm sure some people will be happy to use them.


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Re: Experimental Project 7[message #361432 is a reply to message #361431] Thu, 01 October 2020 23:13 Go to previous messageGo to previous message
Kitty

 
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Registered:October 2017
Location: Germany
Based on sevenfm's "7609+AI (r1597) New option REPAIR_WIRE_FENCES" and his explainations on this, I changed the wirefenc.jsd for use with trunk JA2 v1.13, so that it'll allow to fix cutted fences.

Did a quick test on 8896/2566 and so far didn't cause any problems.

Download:

Fix holes in wirefences (.jsd) (trunk v1.13)

Either put Folder Data-1.13 (jsd allready sorted in all 1.13 Tileset-Folders with wirefences) in your JA2-directory,

or use the single jsd in a tileset with wirefences (create matching Tileset-Folders yourself).

Used tool to change .jsd:

JSD-Editor 2.05 (by pipetz)


EDIT:

You won't need this patch for sevenfm's 7609+AI. Use the latest 7609+AI-exe he is providing in his signature and it will be working.
Nothing else needed, just his exe.

This patch is added to main, trunk version of 1.13 since GameDir 2568 (8898/2568).

[Updated on: Sat, 03 October 2020 23:46]




How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN

I need more details. (Didi Hallervorden)

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