Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New feature: Constructable static fortifications (sandbags etc.)
Re: New feature: Constructable static fortifications (sandbags etc.)[message #305901] Wed, 13 June 2012 00:12 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
no, i mean:


http://www.image-share.com/upload/1545/132m.jpg
http://www.image-share.com/upload/1545/133m.jpg
http://www.image-share.com/upload/1545/134m.jpg

now you see what i mean? did not happened before!

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Master Sergeant
Re: New feature: Constructable static fortifications (sandbags etc.)[message #305903] Wed, 13 June 2012 00:40 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Apparently Cursors are hardcoded in the code. Fix found, I'll send it today.

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #305957] Thu, 14 June 2012 23:34 Go to previous messageGo to next message
afftor is currently offline afftor

 
Messages:13
Registered:October 2009
Really cool feature, huge energy consumption is somewhat annoying though. Is wildfire maps support possible if future? I'm really tired of vanilla.

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Private
Re: New feature: Constructable static fortifications (sandbags etc.)[message #305958] Thu, 14 June 2012 23:44 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Won't be a problem as soon as the sandbag items are added to AIMNAS. If you're talking about the plain WF map mod, that should work already.

PS: Building a sandbag wall is a long, tiresome process.

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #305963] Fri, 15 June 2012 00:28 Go to previous messageGo to next message
afftor is currently offline afftor

 
Messages:13
Registered:October 2009
I don't think it does, at least when i assembled my latest version it was always red hammer on use on the ground, some obstacles showed as white but nothing happened when you "hammered" them. Tileset problem perhaps.

[Updated on: Fri, 15 June 2012 00:28] by Moderator

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Private
Re: New feature: Constructable static fortifications (sandbags etc.)[message #305964] Fri, 15 June 2012 00:30 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Oh, yeah ... bad implementation style.

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #306043] Sun, 17 June 2012 01:10 Go to previous messageGo to next message
Maalstroom is currently offline Maalstroom

 
Messages:340
Registered:December 2008
Location: en route to San Hermanos
Quote:
Apparently Cursors are hardcoded in the code. Fix found, I'll send it today.


hi, have you managed to fix the problem?

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Master Sergeant
Re: New feature: Constructable static fortifications (sandbags etc.)[message #306044] Sun, 17 June 2012 01:16 Go to previous messageGo to next message
wanne (aka RoWa21) is currently offline wanne (aka RoWa21)

 
Messages:1961
Registered:October 2005
Location: Austria
yes it is fixed

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Sergeant Major

Re: New feature: Constructable static fortifications (sandbags etc.)[message #306050] Sun, 17 June 2012 02:28 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
A new option has been comitted: you can now control via the Ja2Opions.ini (FORTIFICATION_ALLOW_IN_HOSTILE_SECTOR) wether one can perform any fortification option (setting up/removing barriers, filling sandbags) while the enemy is still around. Default forbids this.

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #306064] Sun, 17 June 2012 14:39 Go to previous messageGo to next message
Soto Banaris is currently offline Soto Banaris

 
Messages:129
Registered:May 2012
Location: Germany
Very good! This will allow further feature control. All what we need now is someone to either tell us what can be build where or to alter those tileset files, so we can build fortification everywhere. What good is a fortification when the place you want to build it on does not support it? Do we have someone for that? And most importantly: Which maps do we want to allow this on? Vanilla? Wildfire? Arulco Revisited? Smeagols masterpieces?

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Sergeant
Re: New feature: Constructable static fortifications (sandbags etc.)[message #306066] Sun, 17 June 2012 14:44 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Smeag adapted the next test version for wire&bags everywhere. As for the other ones: Feel free to modify them.

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #306067] Sun, 17 June 2012 15:26 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Doesn't this allow us to make a huge exploits towards the enemy AI? Building a concertina wall along one side of a map, makes the enemy unable to leave that area, when they attack your sector. You can just place your snipers outside their vision range and kill them all from afar without any danger, while they crowd together behind the fence. Since the AI is too stupid to use grenade or anything to get out...

Looks like a great feature anyway.

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Master Sergeant

Re: New feature: Constructable static fortifications (sandbags etc.)[message #306068] Sun, 17 June 2012 15:33 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Sadly, yes, the AI can be exploited this way. No way to change that, unless someone comes up with a smart AI routine that allows them to destroy the stuff.

If a player wants to break the challenge this way, they can, its their own fun they'll reduce.

Due to the way I implemented it, planting the wire on the whole map is going to take a while though Wink

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #306071] Sun, 17 June 2012 16:18 Go to previous messageGo to next message
Sandro is currently offline Sandro

 
Messages:420
Registered:November 2008
Location: Mars
Not only placing the wire wall to map side.. a single wire pack before a door prevents enemies to enter a building you occupy for example.

Adding an action decision to an enemy AI to use wire cutters to destroy the concertina tile would be nice. Otherwise this feature can really give you a big advantage over the enemy. Maybe make it possible to jump over the concertina with inflicting some minor damage.

Also one question: some sandbag walls can be jumped over and some can't.. how is it for the ones we build?

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Master Sergeant

Re: New feature: Constructable static fortifications (sandbags etc.)[message #306072] Sun, 17 June 2012 16:24 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
This would first require the wire cutter to be able cut concertina wire, and then require them to have wire cutters, which most don't. Also it would require them to be able to decide that action, which is the biggest problem (if not done sensible, they might cut down their own bases.

The sandbags we build have height 2. So far they were all 'jumpable'.

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #306074] Sun, 17 June 2012 16:44 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Condition 1 and 2 aren't that hard, smeag made wire cuttable already and adding cutters as a random misc item to the gear tables is easy enough. Leaves the AI ... as usual.

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #306388] Sun, 24 June 2012 18:52 Go to previous messageGo to next message
Wil473

 
Messages:2815
Registered:September 2004
Location: Canada
Implemented the fortification feature shovel as a 2nd version of the shovel. Using an item transformation to convert between weapon (important to UC early game) and support for this feature. Now to find a a map where I can test this feature in UC.

[Updated on: Sun, 24 June 2012 18:53] by Moderator

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Lieutenant

Re: New feature: Constructable static fortifications (sandbags etc.)[message #307403] Sat, 14 July 2012 16:39 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Soto
Madd Mugsy
Now that we have zombies, perhaps we should allow cutting the heads off of all corpses as well, to prevent the zombies from rising?

(Seems like next in line after that would be piling up bodies to set them on fire...Razz)

Cutting off heads can be done already. All you need is a machete or cutlass.
Now a nice pile of bodies to burn in a crisp... That would be new and could have bad influence if you do it inside the cities. No one wants the children to watch this. Burying them would be at least respectful giving the locals the idea that you are someone to look up to.

Why not use the bodies as fortification, too - like in film '300' Very Happy
SCNR.

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Sergeant Major
Re: New feature: Constructable static fortifications (sandbags etc.)[message #307405] Sat, 14 July 2012 17:31 Go to previous messageGo to next message
Soto Banaris is currently offline Soto Banaris

 
Messages:129
Registered:May 2012
Location: Germany
Sam_Hotte
Why not use the bodies as fortification, too - like in film '300' Very Happy
SCNR.

http://www.youtube.com/watch?v=-MGS48gJWHk
[color:#FF0000]THIS IS ARULCO!!![/color]

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Sergeant
Re: New feature: Constructable static fortifications (sandbags etc.)[message #307406] Sat, 14 July 2012 17:35 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
I was rather thinking about this:
http://www.youtube.com/watch?v=IoAkvvaW_cA[/video]

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #307475] Sun, 15 July 2012 17:11 Go to previous messageGo to next message
cnagorneac is currently offline cnagorneac

 
Messages:190
Registered:April 2012
I can not place sandbags in drassen =( was thinking that it will be cool to fortify it before the counterattack.

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Staff Sergeant
Re: New feature: Constructable static fortifications (sandbags etc.)[message #307476] Sun, 15 July 2012 17:13 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Flugente
IMPORTANT: This will only work in a map if the map's tileset has sandbags/concertina wire in it. Otherwise you will get a message that this fortification cant be built here. No way around that.

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #307520] Mon, 16 July 2012 09:00 Go to previous messageGo to next message
cnagorneac is currently offline cnagorneac

 
Messages:190
Registered:April 2012
DepressivesBrot
Flugente
IMPORTANT: This will only work in a map if the map's tileset has sandbags/concertina wire in it. Otherwise you will get a message that this fortification cant be built here. No way around that.

I read that. But it is so lame. the whole idea is killed by this limitation =(
But... Is it possible to add sandbags on the maps? Is it really "No way around that" or it means "No way around that without changing the maps"?

[Updated on: Mon, 16 July 2012 09:01] by Moderator

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Staff Sergeant
Re: New feature: Constructable static fortifications (sandbags etc.)[message #307522] Mon, 16 July 2012 09:45 Go to previous messageGo to next message
JAsmine is currently offline JAsmine

 
Messages:306
Registered:May 2011
No way around that without changing the tilesets.
However, changing tilesets might also result in having to change the maps.

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Master Sergeant
Re: New feature: Constructable static fortifications (sandbags etc.)[message #309162] Thu, 16 August 2012 16:10 Go to previous messageGo to next message
Istrebitel is currently offline Istrebitel

 
Messages:212
Registered:December 2009
Location: Russia, Saint-Petersburg
I was super excited about this one.
Except.... it doesnt work almost everywhere i'd like to use it.

It doesnt work in drassen mine sector (cannot plant neither sandbags nor concretina wire)
It doesnt work in chitzena sam (cannot plant sandbags that would really help defend it during day)

There seems to be really litle sectors that support those. Wasnt there a Night Ops russian mod that allowed you to place sandbags eveywhere where you had militia? How did they allow it? Maybe their approach should be taken, so we can fortify every city sector?

The only thing it definetly helped in is to take over checkpoint sector in Arulco Returned with crap starting weapons, and then dismantling their sandbags made subsequent assaults easier (and provided some sitting ducks for looting who were still thinking they should hold position behind now-gone fortification Smile

It would be SO SO SO COOL if we could somehow place fortifications at least in all town sectors.

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Sergeant 1st Class
Re: New feature: Constructable static fortifications (sandbags etc.)[message #309163] Thu, 16 August 2012 16:30 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
As has already been said: you'd have to change every single map (or more precisely: its tileset) to include sandbags + wire in the tileset were is none yet.

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Sergeant Major
Re: New feature: Constructable static fortifications (sandbags etc.)[message #309166] Thu, 16 August 2012 19:03 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
Hmm... I thought the tileset limitations were expanded. So that they can contain more stuff than they could in the past... Is it that much work to add these few changes?

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Master Sergeant
Re: New feature: Constructable static fortifications (sandbags etc.)[message #309168] Thu, 16 August 2012 19:34 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
No, they weren't and yes, it is that much work. Adding subsets for special stuff like this is relatively straight forward - making them really useable in the editor is a tough nut.

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #309172] Thu, 16 August 2012 21:09 Go to previous messageGo to next message
Thor is currently offline Thor

 
Messages:423
Registered:February 2007
Location: Belgium
Aha, good to know. Too bad.

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Master Sergeant
Re: New feature: Constructable static fortifications (sandbags etc.)[message #313898] Sat, 05 January 2013 00:08 Go to previous messageGo to next message
PET is currently offline PET

 
Messages:36
Registered:April 2006
Location: Czech Republic
Hi, is there any way like changing few files and add exe to make this cool feature working on 4870?

Im not expecting Arulco Revisited using this in their maps or im wrong? If i want use this in game i need create whole new map with some grid?

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Private 1st Class
Re: New feature: Constructable static fortifications (sandbags etc.)[message #313899] Sat, 05 January 2013 00:13 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
No. You need an updated exe for this. Then it wouldn't be 4870 anymore.

With a new exe, you can use this in Arulco Revisited in those maps that have the sandbag/concertina tilesets in them. If a map has these tilesets it'll work, if not, not.

[Updated on: Sat, 05 January 2013 00:31] by Moderator

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #313909] Sat, 05 January 2013 04:59 Go to previous messageGo to next message
PET is currently offline PET

 
Messages:36
Registered:April 2006
Location: Czech Republic
Thx for reply but i suppose i need some new data or xml files too? Which is the first build this feature appeared? anyone know this? i need the oldest one data folder with fortifications for try get working it with IoV :compcuppa:

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Private 1st Class
Re: New feature: Constructable static fortifications (sandbags etc.)[message #313919] Sat, 05 January 2013 17:03 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
If you read this thread, r5343 had pretty much all the necessary functionality, so a GameDir from about that time would be ok. Of course, as we fix stuff over time, the newer the exe and GameDir, the better they are.

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #313992] Tue, 08 January 2013 01:36 Go to previous messageGo to next message
PET is currently offline PET

 
Messages:36
Registered:April 2006
Location: Czech Republic
Ok thanks! Last step needed, is this gamedir uploaded somewhere because i cant install svn? :cheers:

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Private 1st Class
Re: New feature: Constructable static fortifications (sandbags etc.)[message #313993] Tue, 08 January 2013 02:03 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
Have a look into thread "Depri's builds and packages" (or similar) and/or the signature in the posts of DepressivesBrot.

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Sergeant Major
Re: New feature: Constructable static fortifications (sandbags etc.)[message #313998] Tue, 08 January 2013 07:14 Go to previous messageGo to next message
arkanglesk is currently offline arkanglesk

 
Messages:29
Registered:June 2011
Hi there, I've been looking for ways to work around the lack of sandbags in sectors where we don't have the right tileset... I was wondering, couldn't we just add the sandbags/wire to the tilesets that don't have them?
what exactly needs to be done?

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Private 1st Class
Re: New feature: Constructable static fortifications (sandbags etc.)[message #314193] Sat, 12 January 2013 23:34 Go to previous messageGo to next message
Flugente

 
Messages:3509
Registered:April 2009
Location: Germany
Minimum work is changing the tilesets of each and every map. Which sometimes will be impossible, as there might be no 'free' slots left into which you could move the necessary stis. What this basically requires is to increase the number of tilesets maps can have... and make that retroactive, so it works on existing maps. Which leads to a metric f***ton of new problems.

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #314194] Sat, 12 January 2013 23:39 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
There should be enough 'free' or 'free-able with minor map cleanup' slots in the vanilla tilesets. You only need to find someone who's willing to burn a week or so on this stuff Smile

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Captain

Re: New feature: Constructable static fortifications (sandbags etc.)[message #314481] Mon, 21 January 2013 10:17 Go to previous messageGo to next message
arkanglesk is currently offline arkanglesk

 
Messages:29
Registered:June 2011
Well I'll be off duty till March (hopefully) so I got time to spare... So if u can tell me what exactly I should add where, I should be able to help, I just don't really understand how the tilesets work... I get that we have a set number of slots for what sti each tileset will have and not all tilestes have free slots so we need to add the bags/wire on the ones that do and replace something that's already there for the ones that don't.
The question is... how do I do that? I tried adding the "sandbags.sti" to all tilesets but nothing seems to have changed...

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Private 1st Class
Re: New feature: Constructable static fortifications (sandbags etc.)[message #314490] Mon, 21 January 2013 11:43 Go to previous messageGo to previous message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
The only one who really knows how tilesets work is smeag ... he's kinda busy though. However, the core point is that every change you make in the data files (.sti and .jsd), like moving them somewhere else, must be reflected in ja2set.dat.xml.

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Captain

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