bigus_dikus 0 Posted May 1, 2005 @ Tsalagikola I'm making a mission for your map now I thought it'd be ready this weekend but cant seem to get the ai squads to move there respawn wagons just yet. basically every squad will have there own rally or respawn point. I think it will make for a better fight with more flanking. I'd like to be able to use more squads as well. @ ProfT ...the more realistic the mod the better it will be. Like I said before your ideas are great. looking foward to seeing some of this stuff in future releases. bigus Share this post Link to post Share on other sites
MilitiaSniper 0 Posted May 3, 2005 Is there away to get AI to shoulder their weapons. March to a certain area. Then fire their weapons? I can get them to shoulder until the enemey fires on them or spots them. But then they just stand there. From time to time. A few may still advance? Sincerely, MilitiaSniper Share this post Link to post Share on other sites
tsalagikola 0 Posted May 3, 2005 i use the waypoint[ staggered column, safe ,open fire engage at will] they will march in double column with weapons on the shoulder Share this post Link to post Share on other sites
Sepe 1 Posted May 3, 2005 Here we go, way off topic. But it's the same century, ain't it? So Gavin: Are you still working on this? Would be pretty interesting, I have actually made a little template of a Hollywood western town. Nice to have duels and gunfights in it Share this post Link to post Share on other sites
ProfTournesol 956 Posted May 3, 2005 Quote[/b] ]I can get them to shoulder until the enemey fires on them or spots them.But then they just stand there. From time to time. A few may still advance? Yep, you gotta tell them "never fire" and "careless". If they are just careless, they'll stop walking when spotting enemies. Never fire is usefull also when you wanna troops to charge without shooting every 2 seconds... If you wanna a script for group walking tight with weapon on back and in line like at that time (which isn't possible without script), can send it to you. This script stops automatically when units ordered to commence fire, or when retreating. I did also a script for units firing in line and tight position, without moving all the time (when script stops, units can move again, no disableai "move" command). Quote[/b] ]EDIT: Prof, I think you mentioned cavalry charges with swords in the "1800's addons" thread in A&M:D, but I'll post here as it's about the mod anyways... Will it have animations too? Duno what will be in the release - as far as i know, horse is being reworked for better anim - , but a few times ago i modified PC horse so that cw cavalry men can mount them, fire and attack close target with swords (same kind of script as UKF bayonet, but adapted). Download Tsalagikola vid and you'll see how it works. If you wanna this, can send it to you. Share this post Link to post Share on other sites
gavinthecat 0 Posted May 3, 2005 Hiii!! So anyway about the horses, what i can say is that regardless of what beta versions become available, there will eventually be a super version that we have all tested and eventually textured etc etc that will be included with the infantry units we've made so far. Excellent also to hear that we have more complex injury systems in development. Further more my apolagies for the delay of the beta, it is cos it has taken me far longer to set up my new computer than i would have imagined (5days) im actually msging from er my mothers lol whom im visiting (aaweee etc) Anyway there will be updates soon, and more pics of guns, till then rest assured my little darlings that work on the units and weapons continues. Share this post Link to post Share on other sites
Master Blaster 0 Posted May 4, 2005 I think I've finally figured out how to make proper briefings, and I've started making a string of missions based on Gettysburg. Â If they are playable and enjoyable when its all said and done, I'll send em out. The first mission I made was based on Bigelow's defense of the Trostle farm. Â In the actual battle of Gettysburg, Bigelow's battery of artillery had to hold off a wave of attacking confederates on the 2nd day while a new line was formed to the rear. Â But...when I placed the battery in the editor and the enemy infantry drew in to range, I was rather disappointed by the fact that you virtually have to hit the enemies dead on with the cannons in order to kill them. Â Perhaps a variety of ammunition could be implemented in the future release, for example canister, grapeshot, or shells. Â It would make it far more interesting to fight infantry that way. Another little thing that bugged me was the way in which gunners seem to jump in and out of their cannons with no rhyme or reason. Â Is there going to be a fix for that in the next release? Â A further little detail is the weapons for artillerists. Â Would it be possible to eliminate the Sharps carbines they currently have and instead give pistols or melee weapons? Â I read about batteries overrun by infantry fighting with the gun equipment, such as sponge staffs and hand spikes. Â Would this be a possibility, like fighting with the flag staff currently is? Â As always, I dont mean to be too picky, I truly enjoy this mod. Â Those are just some little details I'd personally like to see in a future release. Â Artillery is more of a novelty in the present form, its not at all effective in the game. Â Perhaps that could be changed. Â Ah - just remembered one more thing. Â I have found it virtually impossible to make a battle line of infantry. Â The moment an enemy approaches within 50 or 100 yards, the friendly troops immediately break ranks and run in ones and twos right in to the enemy positions. Â Its terribly frustrating, and it seems that no matter what waypoints I use, they continue to do this. Â Is there a fix I dont know about, or is that just part of this mod? Share this post Link to post Share on other sites
MilitiaSniper 0 Posted May 4, 2005 Yes please send me the scripts! And please explain to me the best was to use them! Thank You! Sincerely, MilitiaSniper    Share this post Link to post Share on other sites
MilitiaSniper 0 Posted May 6, 2005 Click on this link and listen to the music, while you read what I am working on! Fife and Drums Marching Music! I am making a Civil War mission. I am gonna try to put this music into the game! Confederate troops are marching shoulder to shoulder, with shoulder arms! Union troops are behind a wall with Union artillery. Union cannons and muskets cut down the Confederate ranks. But when the South get close enough. They open up with a barrage of musket fire. The South out number the North, 4 to 1. You can play as the South and North. Experience what these guys lived! I will try to take you there! Sincerely, MilitiaSniper Share this post Link to post Share on other sites
tsalagikola 0 Posted May 6, 2005 if you need CW music,bugle calls and durn musci let me know i have alot Share this post Link to post Share on other sites
pickett 0 Posted May 6, 2005 Hi guys, just noticed something really odd. While preparing my campaign for the release, all of a sudden, after i added the briefing file, my ammo was gone. Only the "melee" option was still there. It took me some time untill i realised it was the briefing, but it is a fact nevertheless. This occurs only after exporting into the "Single Mission" folder or putting the campaign pbo together, as a user mission it works just fine. Even an empty text file called "Briefing.HTML" causes this problem. Anybody else ran into this one ? Any hints ? Godspeed, Pickett Share this post Link to post Share on other sites
tsalagikola 0 Posted May 7, 2005 yes sir i had that happen to me too but have it fixed Share this post Link to post Share on other sites
MilitiaSniper 0 Posted May 7, 2005 Oh yes! Please send me bugles and drum music! Do you have any fife and drum music! The Civil War Mod, needs bugle,fife and drum soldiers! That march or whatever. (North and South) That will make the music sound and look cooler, when you add the music. Did you like the music I have selected? Sincerely, MilitiaSniper PS. Here's my email! skylez1@bellsouth.net I have about 7-8 mb. avaliable in my mailbox! Thank You! I love this mod, becuase I am a history buff! Share this post Link to post Share on other sites
bigus_dikus 0 Posted May 7, 2005 yes sir i had that happen to me too but have it fixed please let me know how ...........the same happens to me all the time. does the same for MP as well I end up using minirolls  ammo script all the time. good call Pickett.... I didnt realize it was the briefing. interested to know how this one ends up. ............................. tsal how was the mission I sent you? did all the AI squads move there respawn wagons? Its a little primative I know.....but at least you can send a squad across the map and not have them respawn back at the start. (unless their wagons get overrun that is) bigus Share this post Link to post Share on other sites
pickett 0 Posted May 7, 2005 yes sir i had that happen to me too but have it fixed So, mind telling us how you fixed it ? Share this post Link to post Share on other sites
tsalagikola 0 Posted May 7, 2005 i don't know how i got it fixed i kelp changing everything til i got it working i know i changed the briefing seems like a million times i had about 10 briefings saved and swapped them out until it worked and in the initialization i put ammomusket.sqs first Share this post Link to post Share on other sites
ProfTournesol 956 Posted May 7, 2005 Hi everybody, as i made a script that immobilizes wounded soldiers, i needed a stretcher to pick up immobilized woundeds at the end of battles (look at picture). A simple non laggy script makes the stretcher pick up wounded, bring him to surgeon tent (or anywhere else) and go back to pick up other woundeds. The stretcher is a vehicle, the ambulance men are driver and cargo, with a walk animation when the stretcher is moving. Stretcher Share this post Link to post Share on other sites
Tomislav 0 Posted May 7, 2005 Hi everybody,as i made a script that immobilizes wounded soldiers, i needed a stretcher to pick up immobilized woundeds at the end of battles (look at picture). A simple non laggy script makes the stretcher pick up wounded, bring him to surgeon tent (or anywhere else) and go back to pick up other woundeds. The stretcher is a vehicle, the ambulance men are driver and cargo, with a walk animation when the stretcher is moving. Stretcher interesting stuff Share this post Link to post Share on other sites
pickett 0 Posted May 7, 2005 i don't know how i got it fixed i kelp changing everything til i got it working i know i changed the briefing seems like a million times i had about 10 briefings saved and swapped them out until it worked and in the initialization i put ammomusket.sqs first Good hint, Tsala ! Somehow it seems like during mission export the ammo gets "lost", hence, only melee is available ! That ammomusket.sqs fixes that, but since it is looped, every time the count drops below 60 more ammo is added. What we have to do is alter it in a way so it counts the ammo present, adds untill 60 is reached and exit then. Also i still don't know if it effects the player unit only or not. Will report on that later. Share this post Link to post Share on other sites
bigus_dikus 0 Posted May 7, 2005 if your using my modified ammo script  (or minirolls original) then change ......... ? _totalAmmo >59 :goto "loop"               with........ ? _totalAmmo >59 : exit only playable units need this in the init ([this] exec "ammomusket.sqs") This works so far in the single mission I've been working on. ie: I've saved as single mission and then played it. bigus Share this post Link to post Share on other sites
pickett 0 Posted May 8, 2005 if your using my modified ammo script  (or minirolls original) then change .........? _totalAmmo >59 :goto "loop"               with........ ? _totalAmmo >59 : exit only playable units need this in the init ([this] exec "ammomusket.sqs") This works so far in the single mission I've been working on. ie: I've saved as single mission and then played it. bigus After wrestling this problem all weekend, i still don't have a clue about the cause. Even the most basic mission with but a single unit has this prob as soon as a briefing is added. The content of the briefing is not of importance, even a empty one gives the trouble. Also simply adding new "musketmags" did not work for me, the only solution seems to completely "strip" the unit and then add what's needed. Looks like this now: ~0.01 removeallweapons player player addmagazine "pouch" #loop1 player addmagazine "musketmag" _totalAmmo = Count Magazines player ? _totalAmmo <61 : goto "loop1" player addweapon "enfieldm" exit This worked in all combinations i tried. It's a quickfix, i know that, but has to do untill the real problem is discovered. Godspeed, Pickett Share this post Link to post Share on other sites
bigus_dikus 0 Posted May 8, 2005 only playable units need this in the init ([this] exec "ammomusket.sqs") OK sorry, every unit needs to call ammomusket.sqs it seems that in single player only the player needs it but in multi-player all units in a playable squad will need to make the call. Of course your script seems like it will work to Pickett whatever will work for a playable game for now is good. I do think I will exit out of the ammo script instead of having a running script though, it seems to make more sense. I just never thought of it before .I modified Minirolls script before ver 1.1 came out when you only had a limited number of rounds....thanx for the heads up. bigus Share this post Link to post Share on other sites
MilitiaSniper 0 Posted May 8, 2005 Anyone have any, "Drum Corp." music during the Civil War? Sincerely, MilitiaSniper Share this post Link to post Share on other sites
POPKA 0 Posted May 14, 2005 some new Western houses i have made for OutlawsII Share this post Link to post Share on other sites
bigus_dikus 0 Posted May 18, 2005 umm whats going on? were the hell is Gavin? is anyone beta testing these units yet? think I'm gunna release the wilderness map in maybe a week or two. I need to know if anybody by chance is working on redoing the AEF guys locamotive. I could sure use some tracks in these maps. I left the southern portion of the bullrun map free of roads so I could add a track when and if it becomes available. btw.... nice buildings Popka ....any chance of working on some forts? bigus Share this post Link to post Share on other sites