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Spinor

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Posts posted by Spinor


  1. Hi,

    are you doing this at mission start or during a mission?

    At mission start there should be no problem.

    During a mission you are simply not supposed to do that because the player is in command of the group. The Command Engine does this to avoid any undefined situations.

    There are a few workarounds to your problem, but I would suggest to continue the discussion at CoC (you registration is already processed wink.gif) , as the problem is very specific to the Command Engine.

    Spinor


  2. Hi Bagel,

    I just found one bug: the Pink Team heli and the supply train support do not seem to work.

    In the support description in userinit.sqs you have to provide the groupname of the crew instead of the vehicle name. I hope this won't mess up your crew management system.

    A small thing: If you don't plan to use the F4, could you delete "f4phant" from the mission.sqm (under addOns at the beginning), because it is still shown as a necesary addon when launching the mission.

    Spinor


  3. Hello,

    version 1.22 of the Command Engine 2 is now available at the Chain of Command forums:

    http://www.thechainofcommand.net/cgi-bin/ikonboard/ikonboard.cgi

    This includes updated Battle School missions and new manuals.

    (to play Bagels mission you only need Phaedens marker addon from our site, though it doesn´t hurt to look at our other stuff too)

    Bagel, thanks for waiting on us, but you can release your new mission whenever you see it fit smile.gif

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Evis, I am not sure what you on about , to be honest I have not tried to take control of any squad other than my own. This is a CE issue, maybe Spinor can answer.<span id='postcolor'>

    Yeah, I forgot to mention it in the editor manual. The player should be the highest ranking unit within his/her force. If thats the case, there should be no problem taking control. Bagel, if you like you can also disable this feature in the userinit (rAllowTakeCommand or so).

    Spinor


  4. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The problem is that QM's energy definitions (energy states) don't work with classical electrodynamics (ED) which is the base for relativity.<span id='postcolor'>

    I think you are right about the incompatibility between Quantum Mechanics (i.e. opposed to classical mechanics) and classical electrodynamics/special relativity.

    This can be reconciled though by quantizing electrodynamics ---> QED.

    QED is an example of a quantum field theory (i.e. not dealing with point particles but with fields like the electromagnetic one). Such theories succesfully combine Quantum Theory with Special Relativity.

    The greatest problem in physics is indeed: How to merge quantum theory with Einsteins general relativity.

    Thats also the reason why many physicists like string theory because it can achieve it (though only by introducing additional dimensions tounge.gif )


  5. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Another thing, I don't have a clue where t start to implement a savegame facility, maybe someone would like to give it a bash or point me in the right direction.<span id='postcolor'>

    Don´t worry, its already been taken care of  xmas.gif.

    Unless you changed anything, one can save a CE mission via the radio menu (it´s a little hidden):

    Organization.../Options.../Save game


  6. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">It seems that when I reach more than 100 markers , it interferes with COC, as you know my mission used plenty markers too, and I have cut them to the bone, re-use them etc. What happens is if I add any more markers

    to the game, when I click on a unit and give it a waypoint it will not recieve it and the marker does not change to a WP marker. If I go and remove one or two of my newly created markers it then works ?<span id='postcolor'>

    You are right about the interference. Sorry for that, I forgot that there is an upper limit of 100 markers for autocounting (setting rAutoCountMarkers = true) in the CE. To remedy this:

    -Open up globalloop.sqs

    -Search the line

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">["ACTIVATE", "radiomenus", ["ON", "AUTO"] select rAutoCountMarkers, [rPreGameMarkers, 100] select rAutoCountMarkers, "ON"] exec "input\radiomode.sqs"<span id='postcolor'>

    -Edit the 100 to something larger, say 500. This should do the trick.

    In the final release version, you should put the autocount to false though, and instead insert the exact number of pregame markers in the userinit.

    BTW, as I mentioned, there will be soon a CE update that doesn´t use usermarkers anymore, so all the stuff above will be history.

    Spinor


  7. Hi Bagel,

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">The problem I am having at the moment is that I am running out of markers, is there a way to increase the possible number in a game. As you can see, this mission uses plenty markers as the backbone of the game.At 100 at the moment.<span id='postcolor'>

    Is there a limit on the number of markers? I though not because I haven´t run into any problems with the Command Engine (old version) that uses usermarkers. For every click it creates a marker, so in one session there will probably a few hundreds.

    In any case, try to reuse markers. Do you have to display all 100 markers at once? If not, use the commands setMarkerType, setMarkerColor to change them to what you just need.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Right now I am busy with trying to get a squad that is wiped out to re-appear at base so you can reinforce it at the barracks. I have it working but the games is crashing out to windows once in a while, I need to sort this bug out. I think the problem is an incompatibility with Chain of Command. Spinor showed me where to edit a COC file and this might be causing another bug. Getting a squad to reappear is not the issue , getting COC to reintergrate it is.<span id='postcolor'>

    Outright game crash? I thought there will be some scripting error message, at most. I only experienced crashes from scripting by using wrong marker types, marker colors or unit types. Could you send me your latest version?

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Man, this is why i like this so far, every game is different and open to your own strategy. I agree it is cumbersome at time, that is why I have tried to use as many "special" options in COC to lighten the click load. COC is awesome and as it is refined so will this be.Having said that, once you are into the swing of thing in TOD and the initial learning curve flattens out, it is really enjoyable and much less hectic, still with replayability.

    <span id='postcolor'>

    We are currently working on reducing the click load of the CE2 by using the onMapSingleClick command, i.e. you no longer have to doubleclick+return to place a marker but a single click will suffice. In addition we are introducing dialogs which make the interface much more intuitive.

    Keep up the great work. Your mission is just what we intended for the Command Engine.

    Spinor


  8. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">What do you mean, "Finally it's not a problem?" How were you able to fix/resolve this?<span id='postcolor'>

    Thats because Suma posted it will be fixed.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">By the way, WHY must this command return true?<span id='postcolor'>

    If it returns true, the standard map interactions (ordering selected units to move/watch to position; movement order for vehicle driver) are completely blocked. You will then only get the custom action you define in the onMapSingleClick command.

    If it returns false (or nothing) the player may get both the standard action + your custom action simultaneously.

    Spinor


  9. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Easy, put your music volume down to 0. =)<span id='postcolor'>

    Cool, is it really sufficient to put only the music down?

    I always thought the Hint sound belongs to the sound effects, and, hence, never tried to turn off the music.

    I will include an option for the mission designer and/or player to turn off music.

    Thanks,

    Spinor


  10. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">1. do soldiers become "broken" in a battle?<span id='postcolor'>

    In a limited sense, yes: a group can break if it suffers heavy casualties, then the soldiers will hit the dirt and the group doesn´t respond to orders (for a certain time).

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">2. do your soldiers require food from supply convoys as well as do vehicles need extra parts to fix dammage, rearm, and refuel?<span id='postcolor'>

    Vehicles can get their supply via the ordinary OFP supply trucks for repair, rearm and refuel. Soldiers do not require supply (except medical supply). The battles still last approximately 1 hour (but beware we have a mission with > 5 hours smile.gif ), so I think food is not crucial. Nevertheless, our final goal is a dynamic battlefield that covers a whole island, so supply convoys from bases to the frontline will be added in the future.

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">3. is there troop morale and will things like a trench full of bodies of fellow soldiers effect morale or a injury?<span id='postcolor'>

    see 1. above

    Thanks to all of you for your support.

    Spinor


  11. Use the "MoveInCargo" command which immediately places a unit in the cargo space of a vehicle:

    unit MoveInCargo vehicle

    There also exist "MoveInCommander", "MoveInGunner" and "MoveInDriver"

    In your case the easiest solution would be to put the following in the BlackOp leaders Init line:

    "_x MoveInCargo heliname" ForEach (Units this)

    The ForEach command simply applies the MoveInCargo to all units of the group.

    Hope this helps,

    Spinor


  12. @denoir:

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">I did an experiment with 15 simultaneous executions and there was no synchronization problem.<span id='postcolor'>

    after you told me about possible problems with a global stack I did exactly the same wink.gif

    @Suma

    Could you explain how simultaneous scripts are executed? E.g. is there a command interpreter for each script that runs independently from the others or is there one command interpreter into which the commands from all scripts are fed alternately?

    If the latter is true, what blocks are fed into the interpreter?

    E.g. for the above system presented by denoir to run safely it would be necessary that a line of code from one script is executed in one go.


  13. Thanks alot. This is really excellent stuff.

    I'm developing a kind of strategic addon for OFP (called Command Engine) and heavily rely on usermarkers, which means my stuff only works in SP. Your solution could really be a way out of this. Do I have your permission to use your idea, of course with due credit?

    One question regarding dialogs: All dialogs I have seen yet disable the standard input (like moving, firing, or zooming the map). Do you think there is a way to avoid this? E.g. when you create a 3D dialog (like the laptop), could it be done that the dialog is only active when the cursor is on top the laptop. I got this idea from the map screen: When the cursor is on top of the radio, you can do stuff with it (move, click radio buttons), when its on top of the notepad, you can do stuff with this, etc....

    PS You should also post this at the Multiplayer forum


  14. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Maybe the enemy would'nt fire upon you untill you are very close to them or something...<span id='postcolor'>

    This can already be done with the SetCaptive command and the clothes/faces switching could be possible with the new SetObjectTexture command. AFAIK though the ability to change textures must be implemented into the model so you probably need an addon.

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