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-   -   [MOW:Vietnam]New missions (http://forum.fulqrumpublishing.com/showthread.php?t=26356)

Men Of Peace 09-27-2011 02:04 PM

Quote:

Originally Posted by classic_leon (Post 341092)
Completed the first mission. Good game, just the helicopter is difficult to be controled. :)

Thanks man , i included a short "target practicing" task in the second mission
for the helicopters .

Quote:

Originally Posted by kane1 (Post 341217)
Thanks for the second mission!

you welcome man .

here are some screen shots from the second mission :

http://img97.imageshack.us/img97/7054/mowvnmmap2a.jpg

http://img4.imageshack.us/img4/4654/mowvnmmap2b.jpg

http://img36.imageshack.us/img36/5144/mowvnmmap2c.jpg

http://img64.imageshack.us/img64/4009/mowvnmmap2d.jpg

http://img707.imageshack.us/img707/2332/mowvnmmap2e.jpg

ugopierini 09-27-2011 11:03 PM

I have almost done a new mission, but i have problems with helicopters . I created 3 heli i set up all (air state, waypoint, actor state, air attack etc) when they arrive on field 2 of them crash immidiatly(without reason) the third begins to spin and doesn't attack anything. Something strange I set up AI control for heli but when they arrive i can control them in air!

Men Of Peace 09-28-2011 12:47 AM

Quote:

Originally Posted by ugopierini (Post 341564)
I created 3 heli i set up all (air state, waypoint, actor state, air attack etc) when they arrive on field 2 of them crash immidiatly(without reason) the third begins to spin and doesn't attack anything.

about the third one that start to spin without attacking anything ,
Did you put in the enemies tags or mids under the air attack command
or you left it blank ?

about the spinning , have you tested it in MOW: Vietnam ?
because i noticed in the editor helicopters do that spinning thing ,but in
the game it doesn't . (and it got to do with the def file , i had
previous version of the def file which it didn't do that ,but since
i did a new "cleaner" version of the def file the helicopters somehow
got the planes properties inside the editor so they never stop moving.
but since it's working fine in the game it doesn't bother me too much.

as for the two that crash on the way , you sure no one shots them ?
they have enough fuel? they dont hit anything? or that you didn't
accidentally changed their heights somewhere through a command .
never happened to me that they changed heights and crashed without reason .

Quote:

Originally Posted by ugopierini (Post 341564)
Something strange I set up AI control for heli but when they arrive i can control them in air!

Yeah , if you want the AI to completely control without the
option for you to interfere , make it a different player .

ugopierini 09-28-2011 12:49 PM

Ok tnx . I undestood the crash reason ( 2 were too close so they hit eachother) In the enemy I put player 1 so maybe it's generic. I will try as you say in game .
Another question . Example task: attack and put not operatable a gun. I attack with infantry and kill crew, but i have a trigger that commands near enemies to board the empty gun so enemies keep coming and board it. I want to stop enemy boarding but after a period ( example 40 seconds) . So if the gun stay without crew for 40 seconds the trigger ("board gun") stops working. Question : which trigger to put a timer to "stop boarding" ? it isn't "delay" (I have already tried ) . I'm trying "timer" but i don't know how to write it.

Men Of Peace 09-28-2011 06:01 PM

Well there are many ways to do it , but the one i can
think about off the top of my head is :

add a event condition to your "board gun" trigger
for example, create board_gun1_on event ,then add in some earlier
trigger a event command that will set this event to on.

so you will have on your trigger conditions:

1.entities (check if the gun is inhabited or not)
2.event (checks if the new event you created is on or not)

on the commands tab :
board (vehicle tag ,enemy entity tag, zone)
delay 40
if /entities (another check after 40 seconds to see if the gun is inhabited.)
event (-) board_gun1_on (turn off the event, so the conditions of the trigger
wont be meet)

and that's about it ,of course you can add more checks and do it in
other ways but this works as well , the only downside is that
it counts to 40 after the gun is not inhabited and then if someone
replace the gunner place and you kill him ,the timer keep counting ,
so if you kill him exactly when it's reaches 0 it will turn the trigger off,
so that's why additional check will help if you insist on the precession .

ugopierini 09-28-2011 07:10 PM

Tnx I will try as suggested.

classic_leon 09-30-2011 09:41 AM

Completed the second level. Very good! Sometimes there is a bug occured - The enemy infantry reinforcements never stop coming out, in the meantime my friend units all retreat to the village. This looks like an endless game that never stops until my units are dead.

Men Of Peace 10-02-2011 05:02 PM

Update :

Third mission is up , this time a defensive mission .
the main task is to defend the base for 50 minutes,
you get 120+ soldiers and plenty of heavy weapons to play with
while defending the base from endless waves of attacks .

oh, and a new interface as well .

http://img534.imageshack.us/img534/1...issions03c.jpg

http://img838.imageshack.us/img838/4...issions03b.jpg


download links :

http://www.datafilehost.com/download-b0f767bc.html

Or

http://www.mediafire.com/?ra1ltabh1ioy4et

kane1 10-02-2011 07:19 PM

Just finished the second mission, loved the ambush. Great Job!!! I really like endless waves of enemy, Tet should be a BLAST! Thanks!:grin::grin:

MACV HQ 10-03-2011 03:19 AM

I have been trying to get this to work for me, is there any way that you could put up a picture on how to or place the extrated files?


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