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Re: Drivable Vehicles[message #338246] Sat, 13 December 2014 04:03 Go to previous messageGo to next message
Buggler

 
Messages:216
Registered:November 2009
Quote:
Buggler investigated, that the bug was introduced in revision 7216 (development trunk).


I will take this back as it happens before that as well.

Cannot test e specific version as prior to that e vehicles r invisible on tactical screen (they can be shown present but still unable to board by using GABBI 'Alt+E').

crackwise
So if I have understood correctly, there is no remedy for this bug at the moment with the current 7667 development release?

If you are using Depri's package (VS2010), then it's probably another bug.

Please post your savegame just before the bug occurs so that coders can have a look.
Re: Drivable Vehicles[message #338367] Wed, 17 December 2014 10:40 Go to previous messageGo to next message
sevenfm

 
Messages:1332
Registered:December 2012
Location: Under the Mountain
Found some bugs/issues while I was making this moving vehicle demo:

-sometimes when zombie tries to attack vehicle, he disappears from screen and can later prevent vehicle from moving
-it seems that dead corpses sometimes are shown over the vehicle
-dynamic flashlights of the passengers are not always updated when vehicle reaches destination and stops
-when the vehicle approaches the edge of the map, the game crashes always

Also some suggestions:
-make it possible for the passengers to be hit with bullets that penetrate vehicle's armor, for example for AP ammo
-currently when the vehicle is destroyed all passengers are killed, that's not very realistic - maybe instead hurt them and place near the destroyed vehicle, with a small chance of explosion depending on the amount of gas in tank
-add front light to the vehicle, with some way to turn it on/off

Also a question for AI - will the enemy try to use RPG's against player vehicles (without usual restrictions and with ENEMIES_DONT_SPARE_LAUNCHABLES = FALSE)?

[Updated on: Wed, 17 December 2014 10:49] by Moderator



Re: Drivable Vehicles[message #338492] Sun, 21 December 2014 16:06 Go to previous messageGo to next message
crackwise

Messages:5
Registered:April 2013
I am playing with "Army uses tanks in attacks" turned on. I really liked it a lot that the army made a combined attack with *several* tanks and over 40 soldiers to my guys at Grumm. It is a great feature and makes the game much more fun. (Of course I got obliterated Very Happy )

I would like to make a suggestion though: It is really an overkill when one tank is assigned per army unit (i.e. something like 1 tank per 10 men). I mean when 40 soldiers attack with 4 tanks, it is unbeatable and not that fun.

Therefore, is it possible to make it such that there is only 1 tank attacking the map regardless of number of soldiers? It would make it much more managable.
Re: Drivable Vehicles[message #339442 is a reply to message #338492] Sun, 15 February 2015 19:18 Go to previous messageGo to next message
Serge19850
Messages:2
Registered:February 2015
Location: Moscow Region

Hi, fellas!
So I'm new to modding issues (but not to JA2 v1.13!) and wonder if there is a stable version with drivable vehicles and/or tanks (hopefully with anti-tank means). I don't know yet how to install patches uploaded by anv.

Now I'm playing build 7609 with AFS 4.5 + Wildfire maps (through INI Editor).
Re: Drivable Vehicles[message #339513 is a reply to message #339442] Thu, 19 February 2015 13:54 Go to previous messageGo to next message
Serge19850
Messages:2
Registered:February 2015
Location: Moscow Region

Oh, how dumb I was!
I found the answer at onedrive.live.com
Re: Drivable Vehicles[message #340826 is a reply to message #339513] Fri, 01 May 2015 14:46 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
In my opinion vehicles are still too slow (they can move maybe something like 6 tiles more than a running merc in turnbased). Changing max number APs of a vehicle in the APBPconstants.ini doesn't seem to affect anything, though. Any fix to this?


Re: Drivable Vehicles[message #340828 is a reply to message #340826] Fri, 01 May 2015 17:42 Go to previous messageGo to next message
Flugente

 
Messages:3139
Registered:April 2009
Location: Germany
AP_VEHICLE_MAXIMUM is the maximum AP a vehicle can have. This does not change the fact that APs are calculated as usual - and as a vehicle has abysmal stats, the APs generated are very low. They do get a hardcoded +35 AP though, as well as less AP for damage to tires and stuff. You could increase APs by altering the stats, but as this is the merc's profiles, this will require a new game (or savegame editing via debugger).

Reading the code and this thread leads me to believe that nobody ever encountered this issue (vehicles having lower AP and being slower than running mercs) before, or did not care. Which leads me to believe that as usual, people happily request/comment anything, but rarely ever try it out not sure



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Re: Drivable Vehicles[message #340829 is a reply to message #340828] Fri, 01 May 2015 18:03 Go to previous messageGo to next message
Flugente

 
Messages:3139
Registered:April 2009
Location: Germany
As of r7838, Vehicles now generate AP_VEHICLE_MAXIMUM AP each turn. The previous calculation was based on stats, which is stupid for a car, and did not allow more than 100 AP. This means that using default values, a car has 200 AP, which allows it to travel quite a lot.

If you think that is too high, alter AP_VEHICLE_MAXIMUM in APBPConstants.ini. If you don't like this code change, sucks to be you. I'm not adding another damn ini option for stuff people request for the pure sake of requesting ini options.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Re: Drivable Vehicles[message #340830 is a reply to message #340828] Fri, 01 May 2015 18:44 Go to previous messageGo to next message
smeagol

 
Messages:2713
Registered:June 2008
Location: Bremen, Germany
Flugente wrote on Fri, 01 May 2015 16:42


Reading the code and this thread leads me to believe that nobody ever encountered this issue (vehicles having lower AP and being slower than running mercs) before, or did not care. Which leads me to believe that as usual, people happily request/comment anything, but rarely ever try it out not sure


Hehehe... I rarely have time to play, and if I do, I always seem to find some issues with stuff that was added...

so yeah... great this has been fixed. Thanks! Will try out the changes asap.


Re: Drivable Vehicles[message #342013 is a reply to message #340830] Fri, 07 August 2015 23:19 Go to previous messageGo to next message
Flugente

 
Messages:3139
Registered:April 2009
Location: Germany
During code cleanup (r7960), I've removed code that made it possible for Mike and hostile Iggy to be spawned as friggin' tanks. I've also made tanks to always spawn with 100 HP, because why would game progress affect the effectivity of armour?



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Re: Drivable Vehicles[message #342014 is a reply to message #342013] Sat, 08 August 2015 05:37 Go to previous messageGo to next message
NewAgeOfPower

 
Messages:107
Registered:June 2010
Flugente wrote on Fri, 07 August 2015 20:19
I've also made tanks to always spawn with 100 HP, because why would game progress affect the effectivity of armour?


As the conflict rages on, the Queen buys armor upgrade kits and installs them? Or her tank crews, terrified of can-opener equipped rebels, jury rig extra armor modules?

Correct maintenance affects ceramic armor too, but Arulco in 1988 is very unlikely to have those.
Re: Drivable Vehicles[message #342204 is a reply to message #342014] Wed, 26 August 2015 22:39 Go to previous messageGo to next message
Hanakin

 
Messages:35
Registered:June 2008
Location: Czech Rep.
I encountered a small graphical glitch (not really worth talking about). It might not be easily solvable, but I am in no position to know happy

The vehicle gets drawn under a tall grass tile.

Evidence for any gentlemen who might doubt this:
http://i.imgur.com/1iC7Mvx.jpg

But as I said, it's not that big of a deal.

I really enjoy the feature. I find it a bit weird that all the passengers' AP go down when the car moves, like it's a pedalo or something happy I know about the ini options, but I looked at them and didn't see one where the car would just take the AP of a driver (which I am okay with, as it makes sense that he/she is busy driving), so in the end I learned to live with the default setting. It's still really cool to drive around Deidranna's soldiers, shoot them and occasionally ram the poor sods happy Thanks for this!
Re: Drivable Vehicles[message #342205 is a reply to message #342204] Wed, 26 August 2015 23:12 Go to previous messageGo to next message
silversurfer

 
Messages:2157
Registered:May 2009
hanakin wrote on Wed, 26 August 2015 21:39

I really enjoy the feature. I find it a bit weird that all the passengers' AP go down when the car moves, like it's a pedalo or something happy I know about the ini options, but I looked at them and didn't see one where the car would just take the AP of a driver (which I am okay with, as it makes sense that he/she is busy driving), so in the end I learned to live with the default setting. It's still really cool to drive around Deidranna's soldiers, shoot them and occasionally ram the poor sods happy Thanks for this!

It's not weird at all. When driving around all characters move and it takes all passengers the same time to move from A to B.



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

Re: Drivable Vehicles[message #342229 is a reply to message #342205] Thu, 27 August 2015 23:25 Go to previous messageGo to next message
Hanakin

 
Messages:35
Registered:June 2008
Location: Czech Rep.
silversurfer wrote on Wed, 26 August 2015 22:12
hanakin wrote on Wed, 26 August 2015 21:39

I really enjoy the feature. I find it a bit weird that all the passengers' AP go down when the car moves, like it's a pedalo or something happy I know about the ini options, but I looked at them and didn't see one where the car would just take the AP of a driver (which I am okay with, as it makes sense that he/she is busy driving), so in the end I learned to live with the default setting. It's still really cool to drive around Deidranna's soldiers, shoot them and occasionally ram the poor sods happy Thanks for this!

It's not weird at all. When driving around all characters move and it takes all passengers the same time to move from A to B.


I get it. I am just used to thinking of AP as respective mercs' energy or reaction/movement stamina or something, not a time unit thing. And I understand the need for it from the gameplay perspective, to prevent exploits. It just limits those cool drive-bys a bit happy Which might be the exploit in question, actually happy

In my mind, it just makes sense to 'use the driver's energy' to drive and the other ones' to shoot/eat/sleep/whatever. I guess I have to get to grips with the AP being more of a time thing - then it makes sense that it goes down for everyone, as you pointed out.

But I don't want my personal problems to drown out the major point I was trying to make, which was that the feature is really cool and I'd like to thank anv for it (and anyone else involved as well). thumbs up Really, good job!
Re: Drivable Vehicles[message #342252 is a reply to message #332193] Sat, 29 August 2015 19:23 Go to previous messageGo to next message
Hanakin

 
Messages:35
Registered:June 2008
Location: Czech Rep.
Found a bug, gentlemen. I don't know if anyone has caught this yet.

Driving around with mercs set to 'silent movement' mode (near enemies) results in those mercs raising their agility rather quickly.

In this picture you can see that Hamous has raised his AGI score by two points only from driving the car 'silently' for several meters. Hanakin got a point as well.

(You can also see a glitched roof of the van to the left - this seems to happen occasionally for no apparent reason).

It seems like the game thinks that a huge amount of APs were consumed. And as there was an enemy nearby, they were training their agility.

The easiest solution is not to drive with silent mode enabled. Or the game could disable this mode for mercs entering a vehicle. angel
Re: Drivable Vehicles[message #344592 is a reply to message #342252] Thu, 17 March 2016 23:41 Go to previous messageGo to next message
Flugente

 
Messages:3139
Registered:April 2009
Location: Germany
Minor code fixes that are relevant to this from r8112:
  • When targetting a tank, mercs always aim for the 'head'. This results in constant misses if one changes the tank's JSDs to a lower silhouette. I've changed this to 'torso'. It's a friggin' tank. There is no reason not to shoot at the middle.
  • If vehicles destroy a wall, this can now bring down a building's roof. As a result, a tank plowing through a house is now even more of a sight to behold happy



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


Re: Drivable Vehicles[message #344687 is a reply to message #344592] Wed, 23 March 2016 23:33 Go to previous messageGo to next message
Panzer

 
Messages:79
Registered:February 2016
Location: Altis, Sometimes Tanoa
It's funny. You never realize how an ice cream truck is the ultimate strategic weapon until you use it to move troops and equipment around the country in such a way that the enemy has no capability to stop. And if I were to tell anyone not on this site that my ultimate strategic weapon is an Ice Cream Truck. I would probably lose most if not all credibility.



I have no Wife, Children, or real Job. This also means I have 24 hours a day and 7 days a week to think of a rebuttal. You have been warned.

"I got another problem: I am being overrun by Dinosaur Nazis on Hoverboards!" -Ravenhugger

"Before you judge a man, walk a mile in his shoes. After that who cares? He's a mile away - and you've got his shoes!" - Unknown Criminal
Re: Drivable Vehicles[message #344735 is a reply to message #344687] Sun, 27 March 2016 01:13 Go to previous message
Flugente

 
Messages:3139
Registered:April 2009
Location: Germany
As of r8127, if a tank just took a heavy hit, but cannot see an enemy to fire upon, it can detonate a smoke grenade on itself to hide. At the moment I'm not sure whether the smoke from the stock smoke grenade is enough, I might create a new explosion entry for a bigger and faster cloud.

Technically, I also taught the AI how to blow itself up with this. Theoretically suicide bombers are possible now, but I'll leave this a player-only tactic for now.



Saren threw his head back and screamed in impotent fury, before falling to his throne, head in his claws, trembling in horrified disbelief.

Then he heard a faint chime as Sovereign subscribed to her ECHO channel.

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.


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