![]() |
Re: "Rusty Nickel" at the Gateway of Tears
1 Attachment(s)
Sorry forgot to add redone SHP file: (file attached [zipped])
http://i209.photobucket.com/albums/b...ps84f5ff20.jpg |
Re: "Rusty Nickel" at the Gateway of Tears
If you're working on a campaign instead of a single stand-alone scenario one thing I've found useful is to create a "Base Scenario" using a blank map and buying/modifying all the units your campaign will use.
Then as you create each actual campaign scenario you can just load that "Base Scenario" into the editor and either set any units the particular scenario doesn't use to reinforce on turn 49 (presuming your scenario is shorter then that) or delete them (not as good if you want to keep campaign integrity). This way you need only mess with the whole formation/unit alteration process once, and don't need to muck with the OOB. |
Re: "Rusty Nickel" at the Gateway of Tears
After loading the revised shp file 184 that includes the elevator, while I can see the graphic in ShpEd as image #11 AND image #17, the ship elevator does not appear in the Purchase screen under Ammo Carrier. In the OOB013, in slot #963 the ship elevator is listed, however there's no associated icon.
I'm thinking I've screwed something up, but at this point am at a lost as to how to rectify this issue. HELP |
Re: "Rusty Nickel" at the Gateway of Tears
Quote:
I am currently working on redoing all files and scenario from scratch to avoid any issues - give me a week or so pls. |
Re: "Rusty Nickel" at the Gateway of Tears
Quote:
Thanks man, ur okay with this project in my book. |
Re: "Rusty Nickel" at the Gateway of Tears
Quote:
Question: How does Mobhack link unit with icon? Does Mobhack read a config file to associate units, icons, and pictures? |
Re: "Rusty Nickel" at the Gateway of Tears
as I understand it:
the shp file has an "extra" placeholder type picture (usually 2 tank silhouettes and MBT) in first position visually. The first actual position is number 0 (zero). Therfore every picture counted visually through the shp is 2 numbers lower in the identification number. Place holder, 0 , 1 , 2, 3, 4, etc (4 in this example is the 6th image) The entry in the file "WINSPMBT_MasterIconList.txt" in the design sub directory of the game data directory gives = {icon, turret}, // icon id "description so for example: {18409, 6976}, // 7809 LHD Elevator = {shp184 11th image, "invisible" turret}, // icon7809 (for mobhack) description LHD Elevator. TBH I have no idea how the game "looks up" this information, I think it is hard coded and therefore new icons must be in the right "kind" of empty shp file (ie turreted, un turreted, invisible turret). Hope this helps. (ps to add icon to shp file create .bmp file of right size then add using shpedit utility) |
Re: "Rusty Nickel" at the Gateway of Tears
Sorry for the ongoing delays folks:
I am having HUGE problems getting the AI to attack the ship. I may have to (if there is enough interest...) split into two scenarios to cover te attacks from each side (Yemen/Somalia). |
Re: "Rusty Nickel" at the Gateway of Tears
Quote:
|
Re: "Rusty Nickel" at the Gateway of Tears
Quote:
|
All times are GMT -4. The time now is 05:38 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.