Home » MODDING HQ 1.13 » v1.13 Idea Incubation Lab » Drivable Vehicles
Re: Drivable Vehicles[message #332892]
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Tue, 20 May 2014 18:15
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mmm |
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Messages:63
Registered:May 2013 |
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It's not Apr 1 today, is it?
Maybe passenger using personal weapons from inside vehicle should be treated as firing from a rest for CTH calculation?
[Updated on: Tue, 20 May 2014 18:29] by Moderator Report message to a moderator
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Corporal
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Re: Drivable Vehicles[message #333126]
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Mon, 26 May 2014 07:50
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Xavager |
Messages:2
Registered:May 2014 |
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Ran into a bug while testing my basebuild for a high compatibility setup with WF607 maps and either IoV, AFS or AIMNAS:
GDIR 2033 - all working fine, just hunting NADAs and the usual minor nuisances depending on item mod.
go to 2047 - poof, jeep gone from A10
check changelog, new seating, new anims and a note about transparency fixed
Go Iguana, ctrl - e, there it is ... but not usable.
Fire up notepad++, compare xmls. No differences except seats.
So... structured approach as usual, replace the changed parts from 2047 with 2033 (read vehicle.xml), reload save before entering A10, same issue.
Remove folder vehicles in data/anims, repeat. Same
Remove new .jsds in struct, repeat. There it is. Drivable
Add in new 2047 vehicles.xml, repeat process. Still works, ctrl-lmb entering works. Ctrl-rmb crashes game.
Add back data/vehicles (the .stis) - still works, still crashes on ctrl-rmb
Add back the new .jsds (sometimes deleting and copying again works works wonders) - nope, invisible unclickable car again, even with iguana ctrl-e still not clickable.
My conclusion: Either a filepath bork or some internal conflict I could not isolate so far.
As of now i left the JSDs out and enter the car by ctrl-lmb, have to test it in combat if it crashes like this.
Anybody else encountered this problem so far?
On a sidenote, this is my first post after some days of lurking and getting back to game modding and JA2. I
[Updated on: Mon, 26 May 2014 07:56] by Moderator Report message to a moderator
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Civilian
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Re: Drivable Vehicles[message #333161]
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Tue, 27 May 2014 00:53
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Xavager |
Messages:2
Registered:May 2014 |
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Thanks for the reply anv, out of all things possible the simplest solution did not come to mind, a new exe. Just went -doh- could have thought to check that myself. The more you (should) know...
Going to check that out a.s.a.p, thanks again.
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Civilian
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Re: Drivable Vehicles[message #333604]
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Tue, 10 June 2014 16:47
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anv |
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Messages:258
Registered:March 2013 |
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Update #5
Moving Tanks
Tactical Gameplay Settings > ENEMY_TANKS_CAN_MOVE
Note it's off by default, due to:
1) immersion breaking silly animation (at least at the moment). OK, it's not really that bad. If you see tank it usually sees you, and if it sees you it's too busy killing you, so moving happens mostly out of your sight anyway.
2) let's face it, you're pretty much dead with it on. Normal tactics: stepping out of cover, firing LAW, hiding before turn ends? They tried it, didn't work out so well (OK, I cheated here by using version of map with fortifications around tanks removed and orders set to seeking):
Wait! Violence is not an answer! Let's talk this through!
Tank AI isn't perfect, but it's not much more imbecilic than other enemies. To fully utilise the feature you'd need mappers to set orders for tanks other than stationary, specify patrol points and put them in the open - on vanilla maps they're frequently blocked with fortifications - cause, you know, they couldn't move before.
Tanks Can Blow Obstacles Up
Tactical Gameplay Settings > ENEMY_TANKS_BLOW_OBSTACLES_UP
Normally enemies don't use launchers unless there's high enough chance that its missile will reach the target without hitting anything on the way. It makes sense, since most soldier have very limited ammo, and wouldn't want to waste their only shot. But tanks have unlimited ammo... There's something between me and the target? Well, boo-hoo, I'm a tank! Let's blow this shit up!
Tanks Don't Spare Shells
Tactical Gameplay Settings > ENEMY_TANKS_DONT_SPARE_SHELLS
By default enemies won't throw grenades and use launchers until they know they can hit at least two opponents at once - or are wounded bad enough. It's partly to ensure they won't waste it and partly an artefact from JA1/DG (OK, maybe that's just me, but if I had a grenade I wouldn't save it UNTIL I GET SHOT).
Point is, once again, tanks have unlimited ammo (or even playing by real world rules, enough to blow up every merc twice). It also prevents such absurd tactics like soloing tanks in order to avoid cannon fire.
Tanks - Any Part Visible
Tactical Gameplay Settings > ENEMY_TANKS_ANY_PART_VISIBLE
If TRUE, you will notice enemy tank as soon as you see any part of its structure, not only the middle grid. That actually makes fighting tanks slightly easier.
Army Uses Tanks in Patrols
If there's one thing intro taught us, it's that Deidranna has no qualms over sending bunch of tanks all the way up to Omerta to slaughter civilians - but in normal gameplay only tanks you meet sit camping around Meduna. At the game start there are 30 enemy groups patrolling Arulco, consisting mostly of army soldiers. If Strategic Gameplay Settings > ARMY_USES_TANKS_IN_PATROLS is set to TRUE, some of them will be randomly reinforced with tank. Amount of tankified patrols depends on difficulty level - from ~10% on Novice to ~40% on INSANE. Now you have real reason to avoid patrols...
Army Uses Tanks in Attacks
Drassen Counterattack is clearly underpowered (said no one ever), so with Strategic Gameplay Settings > ARMY_USES_TANKS_IN_ATTACKS set to TRUE, one soldier per attacking group will be randomly replaced with tank. Chance depends on difficulty level. Same applies to other cities taken and scripted offensives if you play with AGGRESSIVE_STRATEGIC_AI.
Both above options are off by default - because with it on you're so dead that it's not even funny. 80 soldiers during Drassen counter-attack? That's cute. How about 76 soldiers and 4 tanks?
You can use both Army Uses Tanks options even with ENEMY_TANKS_CAN_MOVE_IN_TACTICAL off, but that means attacking tanks will spawn at the edge of sector and won't move - which would be counterproductive.
Resting Guns In Vehicles
Done. I considered another tag for externalised seats, but I can't think of any place in vehicle you could shoot from without resting gun on something.
Resting Guns On Vehicles
It's more of a fix really, but now you can rest your gun on dashboard of any vehicle - they won't mind. Now we just need squad cars and spikes strips, and Higginses can feel at home again (Turtle prefers donut shops).
Creepiest moment during testing tanks:
After entire squad except Ivan got obliterated (together with entire building) in a single turn, and Ivan himself got hit in the face by a 90mm shell and was lying knocked out but conscious on the ground (somehow he was ALWAYS the last one to die), one of tanks exclaimed "I want candy." - which was instantly followed by "Do you want to surrender?" prompt. My brain exploded.
Download
Files + patch
Log
Toggle Spoiler- feature: tanks can move around in tactical. Set with Tactical Gameplay Settings > ENEMY_TANKS_CAN_MOVE.
- feature: tanks can ignore chance to get through and destroy enemy cover even if it probably won't hit anyone behind it. Set with Tactical Gameplay Settings > ENEMY_TANKS_BLOW_OBSTACLES_UP.
- feature: tanks can use cannon even against single mercs and in perfect health. Set with Tactical Gameplay Settings > ENEMY_TANKS_DONT_SPARE_SHELLS.
- feature: tanks can noticed as soon as any part of it is visible. Set with Tactical Gameplay Settings > ENEMY_TANKS_ANY_PART_VISIBLE.
- feature: depending on game difficulty enemy patrols at game start can be randomly reinforced with tank. Set with Strategic Gameplay Settings > ARMY_USES_TANKS_IN_PATROLS.
- feature: depending on game difficulty enemy groups created during offensives can include tanks. Set with trategic Gameplay Settings > ARMY_USES_TANKS_IN_ATTACKS.
- feature: mercs in vehicles automatically rest their guns,
- fix: guns can be rested on vehicles,
- rewritten code to allow putting enemies inside vehicles,
- added missing descriptions for all vehicle options to INIEditorJA2Options.xml.
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Re: Drivable Vehicles[message #333617]
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Wed, 11 June 2014 00:09
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anv |
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Messages:258
Registered:March 2013 |
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Not-really-vehicles Update
Added two options to patch in my previous post (modify same lines, so can't easily separate):
Tactical Gameplay Settings > ENEMIES_DONT_SPARE_LAUNCHABLES
Any enemies won't wait for getting hit to use launchables even against single enemies.
Tactical Gameplay Settings > ENEMIES_BLOW_OBSTACLES_UP
Any enemies with rocket launchers won't care about chance to get through.
@Sevenfm:
EDIT2: Not unless we start putting enemy soldiers in tanks as a crew, then figure out a way to kill the crew without destroying tank, be it by piercing armor in selected tank structure segments or by incorporating climbing on tanks, opening hatch and throwing grenades down, which would require climbing on any mobile structure other than roofs. That being said climbing on vehicles would be pretty cool.
Hamous and his cone of vision.
And maybe not that hard to make. Now just to make merc on roof move together with vehicle and fall down when driving too fast. And stop mercs from climbing on each other O_o
@Flugente:
No :< I rigged changing bodytype (TANK_NW <-> TANK_NE) depending on movement direction, and it kinda worked, but I need at least two more, (optimally 6) animation sets for extra bodytypes. I can just cut turret from all frames in original NW, paste it on rotated tank base and make full animation sequence from that.
More elegant solution would be to use just tank base for bodytype, and display turret's on it independently like in Sevenfm's EDIT3 Patton, but haven't even look into coding that yet. Blocking visual rotation (changing current frame in sti) when moving to keep turret looking at sides should be very easy however.
Road kills are next on to do list, I guess for tanks it can double as scenery kill.
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Re: Drivable Vehicles[message #333829]
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Sat, 21 June 2014 04:07
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anv |
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Messages:258
Registered:March 2013 |
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Update #6
Road Kills
"I'd like to report a truck driver who's been endangering my life!"
Ramming People
When controlling vehicle, press shift key, and plotted path will ignore people and specific structures on its way.
Shift still doubles up as "show plotted path" in real-time, so you'll know exact course of destruction.
And if some unlucky chap happens to be on the route, this will happen:
Putting "car" back in "carnage".
Amount of damage dealt to victim depends on vehicle speed and victim stance (will he be hit and fly, or just ran over).
Crepitus and robot(s) are roadkill-proof because they lack animation of collapsing... ehrm, because they are too large and would stop a vehicle, of course. So vehicles will go around them.
Can be switched on/off with Tactical Gameplay Settings > ALLOW_CARS_DRIVING_OVER_PEOPLE and Tactical Gameplay Settings > ALLOW_TANKS_DRIVING_OVER_PEOPLE.
Ramming Environment
Same as with people, with shift pressed structures on the route will get destroyed, leaving some garbage behind, but vehicle will get slightly damaged too.
You can control which structures can be driven through and which cannot by setting Tactical Gameplay Settings > CARS_RAMMING_MAX_STRUCTURE_ARMOUR and Tactical Gameplay Settings > TANKS_RAMMING_MAX_STRUCTURE_ARMOUR.
Quick reference, structure.cpp:
Toggle SpoilerUINT8 gubMaterialArmour[] =
/*
index 1-10, organics
index 11-20, rocks and concretes
index 21-30, metals
index 1, dry timber
index 2, furniture wood
index 3, tree wood
index 11, stone masonry
index 12, non-reinforced concrete
index 13, reinforced concrete
index 14, rock
index 21, light metal (furniture)
index 22, heavy metal (doors etc)
index 23, really heavy metal
index 24, indestructable stone
index 25, indestructable metal
*/
{ // note: must increase; r.c. should block *AP* 7.62mm rounds
0, // nothing
25, // dry timber; wood wall +1/2
20, // furniture wood (thin!) or plywood wall +1/2
30, // wood (live); 1.5x timber
3, // light vegetation
10, // upholstered furniture
47, // porcelain
10, // cactus, hay, bamboo
0,
0,
0,
55, // stone masonry; 3x timber
63, // non-reinforced concrete; 4x timber???
70, // reinforced concrete; 6x timber
85, // rock? - number invented
9, // rubber - tires
40, // sand
1, // cloth
40, // sandbag
0,
0,
37, // light metal (furniture; NB thin!)
57, // thicker metal (dumpster)
85, // heavy metal (vault doors) - block everything
// note that vehicle armour will probably end up in here
127, // rock indestructable
127, // indestructable
57, // like 22 but with screen windows
};
For example default value I set for cars is 30 - you can ram through furniture, small random junk and even wooden huts in Chitzena, but you'll be stopped by trees, sandbags, rocks and brick walls.
Putting "ram" back in "rampage".
For tanks I set 70 - reinforced concrete, heavy metal and rocks are safe, everything else can and will be destroyed.
Set any value to 0 to disable it completely.
Amount of damage cars take when ramming structure also depends on material armour (harder the obstacle, more damage it causes, though up to 10 armour damage is nil). Tanks don't take damage from breaking stuff.
Enemy tanks by default are in ramming mode, but will try to avoid driving over their own troops. On the other hand, they won't specifically target your mercs - any tank will still prefer to blow you up, but if you happen to be on its route, you're screwed (or maybe rather flattened).
Oh, and letting tanks to drive over sandbags nullifies problem of blocked moving tanks on vanilla maps.
Download
Patch + files
Log
Toggle Spoiler- new feature: ramming people - set with Tactical Gameplay Settings > ALLOW_CARS_DRIVING_OVER_PEOPLE and Tactical Gameplay Settings > ALLOW_TANKS_DRIVING_OVER_PEOPLE - when shift is pressed planned vehicle route will go through people. Those who will stay on its path will be hit, causing wounds and knock-outs.
- new feature: ramming structures - when shift is pressed planned vehicle route will go through obstacles. When vehicle hits the structure on its path it will be destroyed, causing small damage to vehicle too (with exception of tank). Tactical Gameplay Settings > CARS_RAMMING_MAX_STRUCTURE_ARMOUR and Tactical Gameplay Settings > TANKS_RAMMING_MAX_STRUCTURE_ARMOUR settings control how well armoured structure can be driven through and amount of potential damage for vehicle.
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Re: Drivable Vehicles[message #334011]
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Fri, 04 July 2014 03:26
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Marcho |
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Messages:14
Registered:November 2008 Location: Finland |
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This is sick. I always had nightmares about mobilized tanks intercepting me in Meduna. "What if they moved?" Damn tanks required a lot of explosives to blow up too, not to talk about the ridiculously fast rotation of the tank's turret.
@anv
If are you planning to add tank crews and something more then these would be my features I'll ask for:
*Tank turret takes at least (1) turn to be rotated and cannot fire in the same turn: One of those things I have a great hatred targeted at.
*Disabling vehicle or parts of it:
Tire damage: Slows down or terminates the vehicles mobility.
Engine damage: Disables mobility and a small chance of the vehicle catching fire (Spawn fire [molotov effect]).
Killing the driver (stationary): Vehicle stops and a new driver has to take old one's place.
Killing the driver (moving): Vehicle keeps the same speed and stops after a few (4-6 tiles) or continues as far as the thing rams against something.
*Driver and passenger(s) eject: Shall the automobile take enough beating or ignite in a glorious fire.. Shalt thou run their arses off.
*Disabling tank or parts of it:
Engine/Fuel tank damage: Disables mobility, chance of tank catching fire (Spawn fire [molotov effect]).
Track damage: Disables mobility.
Turret damage: Disables rotation of the turret or disables the turret from firing completely.
Ammo storage damage: Small chance of f*cking everything up.
These could be like legs/arms/torso/head for the tank, or simply "x chance of" modifiers. (Like 30% chance of disabling the tracks or 25% chance of disabling the engine with a 40% chance of the tank catching fire)
*Smoke screen: For tanks and other armored special duty vehicles, would decrease chance to hit and in worst cases: visibility.
*Tank crew ejection: If or when the tank takes significant amount of damage or vital parts of the tank are disabled, tank crew would eject.
*Capturing and manning a tank: If the tank was not completely destroyed in the process, but only left disabled.. A skilled mechanic/engineer could repair it. (No unlimited ammo though, rare special shells could be used)
*Tank indicator in enemy patrols/pools: Really, while it might be cute to have 6 red dots from which it doesn't matter are they admins or elites.. BUT HAVING A TANK IS DISGUISED AS A RED DOT TOO? Have at least purple to indicate them. Even militia has green, light blue and dark blue.
Toggle Spoiler"Umm, commander, our mobile militia just spotted an enemy patrol on B10."
"Oh, roger. We send a squad to intercept them."
6 hours later..
"ELLIOT YOU IDIOT, HOW WAS I SUPPOSED TO TELL FROM THESE RED DOTS THAT WHICH ONE OF THEM IS A F*CKING TANK!?"
"Uh umm... Commander, you see the red dot indicates it's a enemy."
"A TANK, ELLIOT, A TANK!"
*SLAP!* *SLAP!* *SLAP!*
"Now Elliot, send flowers to their families."
That's exactly would be my reaction, if I were to roleplay this unfortunate, but fixable scenario.
*APC's for the Queen's army and the player:
It would be cool if one of these bad boys were to assault a fortified position, for example a house.. *gargles in drool*
Toggle SpoilerAPC assaults my fortified house, deploys smoke screen, APC is lost on sight. I can't but just make a lucky shot with my rocket launcher. *Swoosh!* *Medium-distance explosion* Nothing.
Next turn, APC drives through the smoke at 60 km/h, interruption, I open heavy small arms fire with 5 mercs at the APC ineffectively. Turn continues for the enemy and as the APC rams through the wooden wall, killing one of my rifle mercs. There nothing I can do, as the turn doesn't end for the enemy..
It's barely an beginning when 4 Queen's army elites jump from the backdoor of the APC and open fire, one even throws a stun grenade. That's it, I'm never playing with Iron man -mode ON!
*Ability to look for/scavenge cars: In the map screen.. Different grids would have a special perform action: Search for cars. Most of these would be highly damaged and out of fuel, but the idea is not to make an Arulco racing team.. But to make vehicles more common in order to have them used in different (normally sacrificial) tasks like car bombings, disguises and generic drive-by's.
*Special inventory: Not the one in the map screen, but rather a simplified inventory that can be used in tactical and combat. For example: Delivering ammunition, guns and supplies.. Or having a car full of explosives.. Then have it detonated, along with the driver or without.
Forgive me if I added something that you already have developed or something that is theoretically impossible to have coded inside the game, that even the idea sounds stupid.
But nevertheless, outstanding job!
I've never thought I would see this, I just used to have that small feeling of euphoria when in non-modded JA2 you could move 1-2 tiles to pick your parking place... Oh my god, it was the best.. Not.
[Updated on: Fri, 04 July 2014 13:12] by Moderator Report message to a moderator
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Private
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Re: Drivable Vehicles[message #334144]
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Thu, 10 July 2014 21:28
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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Instead of 3x1, you mean? Will be difficult.. I'll try.
I think a tank should fit in the row, so take the space of 2 or 3 soldier blocks... this one takes three, but I'll try to fit it in the space of 2...
[Updated on: Thu, 10 July 2014 21:31] by Moderator Report message to a moderator
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Master Sergeant
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