Jump to content

Ragnarok44fan

Member
  • Content Count

    24
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About Ragnarok44fan

  • Rank
    Private First Class

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. The missionrepository.com is no longer available, is there an alternative? I need Kelly"s Heroes campaign,I played it before but now it should be due to a technical solution, but unfortunately i deleted,thanks
  2. Ragnarok44fan

    General Discussion (Spearhead 1944 RC Branch)

    -can you do something in the showcase? (build defense etc...) where is the "deploy" button "on the map" or what is it called that can be used to start something.....? -map is very detailed, but I would have shown it to the players first with sunny weather, it would definitely be nicer because of the shadows, and the grass grid distance could have been maximized -maybe I can't find a German campaign? -At first glance, the AI seems to be completely basic,why not integrate ASR? or TPW cas? overall, this is a very demanding DLC
  3. yes, there are many modified file inside the mission file that I didn't delete, I didn't consider them important, it would be good if someone knows which ones were touched and can see the steps of the modifications in the unitconfig file have one bad picture link for the 4 versions of SDKFZ 234 ,all 4 picture is present in the ragnarok base file,all 4 thumbnail picture was well matched before to the 4 vehicle, then I used an old file again and now only 3 images are used for the 4 vehicles, one of them is repeated, and I haven't checked it yet...... I wanted to write your name out for the auto rearm/ repair service script, but the topic was closed, I didn't know the name, all I knew was that it was MGI in the name
  4. What would be of great help is a script for the soldiers in the randomly placed spawned trenches that keeps them in place, but they can move out and then go to back, now they are fixed there :D
  5. Only IFA3 (lite or second wave,same config names) and IFA3 liberation mod need to this mission,any other thing no. There is a readme file in the ZIP which I describe everything in great detail,step to step to play. -There is 1 mission file which is pbo -There is 1 ragnarok base file which is pbo -And the 2 folders are configs: - in case someone doesn't have a good asr configuration for all ww2 units - and if someone doesn't know good for tpw cas, the other folder is the configuration of TPWCAS (i think the tpwCAS mod is the basic requirement, of which is the very first is the simplest and best version, I watched the spearhead videos, I haven't played with it yet, although I ran a few meters in it, but according to youtube, the AI is extra root) All AI mods in my recomendation list is works good with together in any ALIVE mission,in this ragnarok i not know exactly but i think works,only the "auto lower weapon" mod not works because of Ragnarok.(only at the upper level at the unused main commander level.......someone should sort out such little things in order for it to work, unblock the block that prevents this "auto lower weapon" in the fps view and the rts view, but it's complicated, you need the people who made it My reccomendations in AI MODs: -ASR possible works -P.I.R if i good remember i saw in work -TPW CAS i think works (tested with debugger with editor placed groups but within the ragnarok game,i not know works or not with spawned units....?but i saw works) About the init and other files: not i write the ragnarok44,i only changed it I will never touch the init and other base files again, I slowly understood it from zero and put everything important in it so that it works (example I asked you about the script of numbering of the soldiers, etc...and put into the files) I predefined the config of TOWING mod with all ww2 german soviet unit,i will never deleting,if anyone using the towing mod ,the config is live. And these old codes will work with all versions(old and newest)
  6. this is a dynamic mission, these units are produced by scripts, and also in the cache system with the respawn, I don't know the place where the spawn script runs, but I don't think even the creator knows exactly where 🙂 the perfect thing would be if a programming genius liked this game mode and wouldn't rest, until it wouldn't do it the game experience to "smoothly", with AI cache this is IFA3 but it would be great if such a point and click RTS/FPS mod was integrated into spearhead here is the mission file for staszow map: (there are even more mortars in the leskovets mission file, this can be seen when the enemy supports their night attack,in this Staszow the mortars spawn more to the east) https://drive.google.com/file/d/1G8pnbWnIB7You6I5jKBsxJr7PWE2xNHk/view?usp=sharing
  7. the ai soldiers follow the orders of the commanders, but their own ai also works now the huge rts mod works great with the "ai cache" my problem is that they often get out of the vehicle when I switch back from the fps view but maybe there is a solution for this when the position of all members of the group is stored and they don't spawn around the commander when I enter fps If i good remember,i used this as well, only for some reason the soldiers accompanying the soviet fell behind the tanks and the tanks came to attack on their own that's why I used respawning around the commanders the "ai distributing system" mod configuration file is not well commented but one would be nice unit limit and then all mods would work and there are many little things that annoy me in the cache system, you have to get used to it, e.g. in this video, as a commander, I got into the truck next to the driver, then I couldn't choose the commander to get out, so the driver got out, which lost the truck(like individual RTS selectable unit)I have never been so clumsy in this game as I was at the beginning of this one with the transport truck
  8. superthanks,I'm very curious, in theory the enemy commander doesn't produce units in every minute, so the deletion doesn't have to work all the time rather, I'm afraid that 250 ai is not enough for an rts of this size
  9. 😂 maybe I'll write to him and ask my tip is that there will be a delay time,possible the vehicle cache will be unlocked later ,with this time when the vehicle reaches the uncached area (viewdistance + 250m factory defaults)
  10. I thought there was a simple way to count the present AI units for each currently running game and when a limit is exceeded, the creation of new units can somehow be globally prohibited but according to them such global regulation is not possible you have need to go into the given spawn programcode and control it there it is complicated in this case because it is a complex game mode / mission programmed by Mondkalb and Rydygier now in this a AI-cache script run,with a controversial game experience,i would to remove this and instead of this using an AI limit instead (because the AI stops above 255 units) https://drive.google.com/file/d/1Sh4qD5uEGBle9DtpG-MyvQw2-9PAHQ-O/view?usp=drive_link
  11. I thought there was a simple way to count the present AI units for each currently running game and when a limit is exceeded, the creation of new units can somehow be globally prohibited but according to them such global regulation is not possible you have need to go into the given spawn programcode and control it there it is complicated in this case because it is a complex game mode / mission programmed by Mondkalb and Rydygier now in this a AI-cache script run,with a controversial game experience,i would to remove this and instead of this using an AI limit instead (because the AI stops above 255 units) https://drive.google.com/file/d/1Sh4qD5uEGBle9DtpG-MyvQw2-9PAHQ-O/view?usp=drive_link
  12. how to monitor the number of currently present AI in a dynamic mission and delete all spawned AI upper this limit thanks
  13. thanks,I know that this is a settings parameter,but I am interested in the meaning of the parameter CACHE VEHICLE TIMEOUT ? If i increased the parameter but i not see any difference,no delay time,no any changes....."timeout" what is this?
  14. WHAT IT MEANS: #define CACHE_VEH_TIMEOUT 15 // Seconds
  15. Question is resolved,possible this MOD good works with ASR,fix works with TPW
×