Some tips for camps in general...

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Biker
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Some tips for camps in general...

Post by Biker » 2008-11-04 11:49:15

Hi guys,

want to make some comments which do affect all of your camps.

First is regarding mission.dat...
You ever noticed getting only very few to no BAI, SAD and CAS missions in larger theaters like VNAM?
This is because of some setting in mission.dat (e.g. MaxTime setting -> change from 60 to 120 will give you some more such missions).

In RV mission.dat is without comments so if you need help editing just say I've something should solve. ;-)

Another thing is FLOT.
There is a variable can be set in trigger files which does allow you to change FLOT building direction.
#FLOT_SORTDIRECTION 0 -> FLOT is build east - west like we have in Korea
#FLOT_SORTDIRECTION 1 -> FLOT is build north - south

Cheers
Biker

ccc
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Re: Some tips for camps in general...

Post by ccc » 2008-11-04 12:20:40

Another thing is FLOT.
There is a variable can be set in trigger files which does allow you to change FLOT building direction.
#FLOT_SORTDIRECTION 0 -> FLOT is build east - west like we have in Korea
#FLOT_SORTDIRECTION 1 -> FLOT is build north - south
hi Biker,

- do we have to add FLOT info in TRI file to make campaign running better? or FLOT info is a must-have? i did add such info in Taiwan TRI, no obvious change noted.

- As you've tweaked a working ITO2 campaign, what's your opinion about "removing all bridges to help campaign running?"

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Re: Some tips for camps in general...

Post by Snake Man » 2008-11-04 15:53:10

I moved the topic to a terrain/theater area which it suits better.

Could you please post all the information and comments about mission.dat please, it would be much appreciated.
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Re: Some tips for camps in general...

Post by Biker » 2008-11-04 17:36:54

Hi ccc,

ccc wrote:- do we have to add FLOT info in TRI file to make campaign running better? or FLOT info is a must-have? i did add such info in Taiwan TRI, no obvious change noted.
this only does affect FLOT drawing in MFD nothing else...
- As you've tweaked a working ITO2 campaign, what's your opinion about "removing all bridges to help campaign running?"
Can only speaking for RV...
There no need to remove all the bridges because they're usually not being attacked by AC.

BTW did some code changes so ground units can travel destroyed bridges if there is a engineer unit placed at such bridge and building a "pontoon bridge"...

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Re: Some tips for camps in general...

Post by Biker » 2008-11-04 17:38:49

Hi Snake Man,
Snake Man wrote:Could you please post all the information and comments about mission.dat please, it would be much appreciated.
all information is pretty impossible because it's spread all over ATO...
But can give you some XLS which can help you edit such stuff. :)

Biker

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Re: Some tips for camps in general...

Post by Snake Man » 2008-11-04 19:32:51

Biker wrote:In RV mission.dat is without comments so if you need help editing just say I've something should solve.
I mean that if you have some knowledge, could you please share as I don't have any specific questions right now, heck... any questions since I don't know anything about mission.dat

Even some simple basics would be great start.
all information is pretty impossible because it's spread all over ATO... But can give you some XLS which can help you edit such stuff.
Well yes this would do also. Can you rar up the XLS and email to me, you'll find my email on my forum profile.
BTW did some code changes so ground units can travel destroyed bridges if there is a engineer unit placed at such bridge and building a "pontoon bridge"...
Hmm, am I reading this correctly that you did some code changes for RV, or are you just talking about that "(last release of RV) did some code changes"? :?
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Re: Some tips for camps in general...

Post by ccc » 2008-11-05 01:20:18

BTW did some code changes so ground units can travel destroyed bridges if there is a engineer unit placed at such bridge and building a "pontoon bridge"...


heheh this part seems too sensitive and better not reveal in public forum...will check the feature once it available.
in this case - we probably need more engineering units in campaign!

even so, numerous bridge-road junction bugs in new theaters still need a quick fix..in tile definiation, and obj linking.

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Re: Some tips for camps in general...

Post by Biker » 2008-11-07 07:23:58

Hi Snake Man,
Snake Man wrote: I mean that if you have some knowledge, could you please share as I don't have any specific questions right now, heck... any questions since I don't know anything about mission.dat

Even some simple basics would be great start.

Well yes this would do also. Can you rar up the XLS and email to me, you'll find my email on my forum profile.
OK will send you the XLS...
Think it will explain some stuff but maybe also will bring up some new questions.
BTW did some code changes so ground units can travel destroyed bridges if there is a engineer unit placed at such bridge and building a "pontoon bridge"...
Hmm, am I reading this correctly that you did some code changes for RV, or are you just talking about that "(last release of RV) did some code changes"? :?
Yep you did read correctly I did such code changes for RV.
ccc wrote:heheh this part seems too sensitive and better not reveal in public forum...will check the feature once it available.
NP to talk about this in public forum just sharing my knowledge FF has absolutely no copyrights on. :mrgreen:
Fact is RV no longer does work with FF. As this I cannot guaranty if such EXE features will be in next FF release (maybe they'll remove some, dunno).
in this case - we probably need more engineering units in campaign!
Sure also because now airbases to be repaired 4 times faster if engineer battalion is assigned...

Biker

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Re: Some tips for camps in general...

Post by Snake Man » 2008-11-07 09:07:01

Biker wrote:OK will send you the XLS...
Think it will explain some stuff but maybe also will bring up some new questions.
Thanks, I'll go through it and then ask some more specific questions so we can fill up the mission.dat topic for proper information.
Yep you did read correctly I did such code changes for RV.
Wow, had no idea, cool. I changed your rank to FreeFalcon :)

Hey can you tell me some insights of the code, for example; the Supply/Fuel in campaign, is it broken or does it just work in mysterious ways as no matter how much you bomb your OPFOR, it doesn't seem to drop at all?

Or is these values calculated somehow differently that bombing a lot of factories will not bring it down?
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Re: Some tips for camps in general...

Post by ccc » 2008-11-07 09:37:48

Code: Select all

Yep you did read correctly I did such code changes for RV.
Wow, had no idea, cool. I changed your rank to FreeFalcon
SM, if i read correctly, better change rank to "coding guru" or RedViper. :wink:

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Re: Some tips for camps in general...

Post by Biker » 2008-11-07 12:20:10

ccc wrote:

Code: Select all

Yep you did read correctly I did such code changes for RV.
Wow, had no idea, cool. I changed your rank to FreeFalcon
SM, if i read correctly, better change rank to "coding guru" or RedViper. :wink:
Yeah better don't change to FF otherwise maybe some guys might be pissed badly. :mrgreen:

Biker

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Re: Some tips for camps in general...

Post by derStef » 2009-01-07 17:18:07

Biker wrote: In RV mission.dat is without comments so if you need help editing just say I've something should solve. ;-)
Biker, i'm working on a Taiwan campaign for FF/RV. i set some red ground units on taiwan isle (should represent invasion force). i set also the objects where i placed them to "red".

the issue is that the ATO doesn't really want to generate FAC/Interdiction/CAS/BAI missions against them.
You think i can solve it by setting up the mission.dat as you said?

thanks in advance and a happy new year, ol' code guru.

cheers
Stef

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Re: Some tips for camps in general...

Post by Biker » 2009-01-11 21:21:32

Hi Stef,
derstef wrote:Biker, i'm working on a Taiwan campaign for FF/RV. i set some red ground units on taiwan isle (should represent invasion force). i set also the objects where i placed them to "red".

the issue is that the ATO doesn't really want to generate FAC/Interdiction/CAS/BAI missions against them.
You think i can solve it by setting up the mission.dat as you said?

thanks in advance and a happy new year, ol' code guru.
happy new year too even if I'm late. ;-)

For your question do you have that mission.xls (Ranger should have it)?
If you have try increase the MaxTime value.

Hope that helps.

BTW any chance to see the long-winded FF product to be released soon? :mrgreen:

Cheers
Biker

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Re: Some tips for camps in general...

Post by derStef » 2009-01-11 21:31:27

Hey nice to see you here, Mann!

ok, I'll ask Ranger! thanks, yes it helped! :)
Biker wrote: BTW any chance to see the long-winded FF product to be released soon? :mrgreen:
sorry my friend, but i can't laugh about that. but it will be wonderful you know.

i hope you'll also have a look on our theater ideas here! would be amazing to have your support on some things!


all the best and kind greets from Austria

cheeers
Stef

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Re: Some tips for camps in general...

Post by Biker » 2009-01-13 13:14:54

Hi Stef,
derStef wrote: sorry my friend, but i can't laugh about that. but it will be wonderful you know.
why you cannot laugh??? If you don't want to discuss here you know my email.
You say it will be wonderful yeah I know but imagine if all RV team members still on board. ;-)

Anyway all this stuff is just a hobby don't take all too serious.

Cheers
Biker

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Re: Some tips for camps in general...

Post by derStef » 2009-02-12 17:26:49

Do you know it will cause instability or CTDs if some Ground objects (buildings) have the same Name?
i mean for example i have 4x Taipei cities in one map...

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Re: Some tips for camps in general...

Post by Sherlock » 2009-02-12 17:51:21

derStef wrote:Do you know it will cause instability or CTDs if some Ground objects (buildings) have the same Name?
i mean for example i have 4x Taipei cities in one map...
No, I don't think it should. Lead Pursuit did that already in their Balkans theater which runs fine.
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Re: Some tips for camps in general...

Post by derStef » 2009-02-12 19:00:54

Sherlock wrote:
derStef wrote:Do you know it will cause instability or CTDs if some Ground objects (buildings) have the same Name?
i mean for example i have 4x Taipei cities in one map...
No, I don't think it should. Lead Pursuit did that already in their Balkans theater which runs fine.
Ok, thanks for you response.

you know i want to represent cities with more objects. so i want to put more objects in a small area together to have it tighter populated. so there will be for example 5 cities called Taipei close together to represent one big city..with more buildings.

thanks again, Sherlock.

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Re: Some tips for camps in general...

Post by derStef » 2009-02-13 14:54:59

btw
about adding units/sqadrons

will it cause instability or CTD when some battalions have the same name?
i mean if there is for example 23rd F-16 Sqadron and a 23rd F-15 squad in one team? i think its no prob it both are in opposite teams as enemy, then its no prob i know.
but the question is within one team or 2 friendly/allied team.--

thanks in advance!


cheers
Stef

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Re: Some tips for camps in general...

Post by Sherlock » 2009-02-13 15:23:15

derStef wrote:btw
about adding units/sqadrons

will it cause instability or CTD when some battalions have the same name?
i mean if there is for example 23rd F-16 Sqadron and a 23rd F-15 squad in one team? i think its no prob it both are in opposite teams as enemy, then its no prob i know.
but the question is within one team or 2 friendly/allied team.--

thanks in advance!


cheers
Stef
It won't be a problem. The names are just ASCII strings in the database and are presented as input. No interaction that I am aware of occurs.
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Re: Some tips for camps in general...

Post by derStef » 2009-02-13 15:45:45

a thousand thanks for the fast reply, sherlock!
thanks for enlighten me all the stuff.

do you know what i have to set if i want for example a Squadron as reinforce?
in my example form Tacedit the red stuff is set by me as i think it should be to work properly. i want to simulate that the unit appears ~ 20 hours after campaign start.
have it set it right? what else have i to set?
blue stuff are general questions,...and yes i've read the PMC wiki and everything. :)

Image

unitflags set: parent, inactive.
reinf:20
Image
is that right what i'm doing? :?:

but i also think that this thing also depends on the .tri file.... right? :?:


thanks

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