Search found 89 matches
- Thu Apr 18, 2013 8:06 pm
- Forum: 1942 Modding Discussion
- Topic: AI, pathmaps, aircraft, strategic areas....
- Replies: 45
- Views: 66776
Re: AI, pathmaps, aircraft, strategic areas....
No surprise. You could neighbor a bunch of SA's together creating a route and allow only air vehicles through it, but without pathmap restrictions, planes will take a bee line to their final destination. I don't think this is gonna be made to your satisfaction.
- Sat Mar 23, 2013 3:44 am
- Forum: 1942 Modding Discussion
- Topic: Can anyone tell me what this debugging error means?
- Replies: 12
- Views: 17173
Re: Can anyone tell me what this debugging error means?
Yep, all seats (child objects) are coded as secondary with the exception of seat 1 (the parent object): aiTemplate.create M3A1TopMG aiTemplate.addType ITUnit aiTemplate.addType ITBiological aiTemplate.addType ITGround aiTemplate.addType ITNaval aiTemplate.degeneration 20 aiTemplate.allowedTimeDiff 1...
- Fri Mar 22, 2013 8:59 pm
- Forum: 1942 Modding Discussion
- Topic: Can anyone tell me what this debugging error means?
- Replies: 12
- Views: 17173
Re: Can anyone tell me what this debugging error means?
But what does Stationary_Oerlikon_PCO4 have to do with the Ratte tank, or this line: AIBot\BotMain.cpp(1203): Assert: AIBot: (static_cast<AIObject*>(obj)->isPrimary()) Quite a bit. The original AI coders of that Ratte tank coded the main guns as a primary position and all others as secondary. Norma...
- Wed Feb 27, 2013 7:55 am
- Forum: 1942 Modding Discussion
- Topic: Problems with Single Player(creating bots)
- Replies: 7
- Views: 10971
Re: Problems with Single Player(creating bots)
Adding Landing Zones is quick and easy. Here's a example from a FHSW map i just added AI to for Juno Beach to allow the LCVP's and the LCT's to land: http://i921.photobucket.com/albums/ad51/mattsotis/LZScreenShot730_zpsbd4f4a60.jpg Strategicareas.con rem *** Create strategic areas *** aiStrategicAre...
- Fri Nov 09, 2012 7:30 am
- Forum: General Modding Tutorials
- Topic: Smallones
- Replies: 48
- Views: 121903
Re: Smallones
"Image the responsibility of cajunwolf alone. No other share fault in this. LoL!" LOL. You are not alone. Interesting? Yes to you, me , DACV, (Thanks for reminding me. We chat AI regularly and last we spoke, he was recovering from the prior hurricane. I hope he is okay. His brother and I b...
- Fri Nov 09, 2012 2:50 am
- Forum: General Modding Tutorials
- Topic: Smallones
- Replies: 48
- Views: 121903
Re: Smallones
You're absolutely right. Days before, they were complaining about the expense of burying the power lines for the sake of aesthetics alone all the while ignoring basic maintenance and upkeep, trimming trees, etc. I trimmed back and/or removed all my trees before the last hurricane a year ago, but bec...
- Fri Nov 09, 2012 2:05 am
- Forum: General Modding Tutorials
- Topic: Smallones
- Replies: 48
- Views: 121903
Re: Smallones
Sounds great! Looking forward to it. I know just what you mean about their AI lacking, have pretty much rewritten all their maps, and do occasionally come up with new ones. Most of my recent efforts were adding AI to FHSW and a few other mods. ATM, i'm just happy to have power back after the hurrica...
- Fri Nov 09, 2012 1:24 am
- Forum: General Modding Tutorials
- Topic: Smallones
- Replies: 48
- Views: 121903
Re: Smallones
Hey CW, Glad to see you are still involved. I only mentioned that photoshop example for that rare ocassion where you want to touch up your pathmaps based on your textures (the painted roadways, for example), this way you don't have to waste time adding temporary statics to affect your pathmaps. Othe...
- Thu Nov 08, 2012 11:53 pm
- Forum: General Modding Tutorials
- Topic: Smallones
- Replies: 48
- Views: 121903
Re: Smallones
POTAmatt ... I know what you mean. I find myself streaking the pathmaps when i want to keep them on the roadways: I just path the roadways and it works perfect. Here is how I go about doing this. Using a sacrificial copy of the map (always have and work with one of these) I use the euro wood fence,...
- Thu Nov 08, 2012 11:40 pm
- Forum: 1942 Modding Discussion
- Topic: Cloud system successfully revived!
- Replies: 36
- Views: 69609
Re: Cloud system successfully revived!
Thanks for the confirm. That's exactly where i gave up on it before losing power from the hurricane. Hopefully, i'll be able to revisit this, and modding in general, without life, work, and mother nature getting in the way.