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Blowing bridges
I'm not having any luck getting AI pioneers to blow some bridges. I remember it was done in some of the SPWW2 scenarios though. Anyone know a sure fire way to accomplish this?
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Re: Blowing bridges
203mm arty works well . . .
. . . I've never had much luck blowing bridges with engineers in any SP game. |
Re: Blowing bridges
is this part of a senario?
If it is, by about 6-8 Ammo dumps and deploy tehm on the bridge. Then set their crew to 0. On game turn 0, they'll all go Bang, and the brdige "should" be dropped. I'm trying to get this sort of unit put into the UN OOB along with alot of other stuff for senario desginers at the moment. Here's the thread with the UN OOB I'm proposeing, have a look. http://www.shrapnelcommunity.com/thr...o=&fpart=1 |
Re: Blowing bridges
As part of s scenario, I`ve used the system listy mentioned. By setting it to a reinforcement, the bridge "should" drop at a desired time. Something I`m hoping to implement in a scenario soon.
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Re: Blowing bridges
Thanks for the positive input guys, looks to work well enough. http://forum.shrapnelgames.com/images/smilies/happy.gif
Now that this little hitch is fixed...time to test the scenario. Anyone interested please PM me. |
Re: Blowing bridges
dita:
File through the posts in here, but I'm quite sure of reading a post about reinforceing units with crew=0 "dying" on turn 0 and not later. If you have contradictory evidence on that, all the better! I'll look further into it. |
Re: Blowing bridges
Plasma,
Pretty sure you're right. I tried getting crew=0 vehicles and ammo dumps to enter at later turns, but they never appear...because they are dead already. Only worked for turn 0. |
Re: Blowing bridges
They do go on turn 0 everything I've tried points to that, including Unloading a unit, re-enforcement Para-dropping, everything. Turn 0 =BANG
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Re: Blowing bridges
When I get crew=0 on ammo dumps to enter on a turn other than 1, they do appear, but, alas, no explosion. They just appear in their destroyed status.
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Re: Blowing bridges
You could try stationing an enemey pioneer unit with a slot 1 weapon capable of dropping the bridge with 1 shot of ammo.
Set the reaction turn to the turn you want the bridge to be blown. Then set a unit of yours (ie. not one you want to use in the scenario LOL)to enter as a reinforcement on the hex where you want the bridge to be dropped. In theory this should trigger the enemy pioneer unit to attack the unit in the hex with a big bridge dropping weapon. If you edit the sacrificial unit to have cost 0 if poss and speed 0 it will not count against you in the scoring and will not be able to escape. A crew of 1 will ensure no crew running about the map. In fact, if you want to drop bridges a lot, you could create a new unit for it (ie one to appear to trigger the pioneers to attack the bridge) in mobhack which could have big size to ensure it is attacked and you could use a small icon (or maybe ammo crate icon to represent the demo charges?) to prevent a big ammo dump materialising out of nowhere like some kind of kamikaze tardis. Kamikaze Tardis..... Now that could be a useful weapon.... |
Re: Blowing bridges
Have created such a combo of units...
will test and post oob with them in if successful... |
Re: Blowing bridges
1 Attachment(s)
Here it is...
attatched is oob49 (cuba because I have been modding it recently anyhow....) with bridge demo unit in misc menu of purchase screen. Also a scenario that goes in slot 250 that demonstrates it in use. (the HEK warhead size and HE pen ratings may need to be boosted in mobhack as it drops concrete bridges most of the time, but not all the time on the tests I've run with it.) What i used was a pioneer squad converted to mortar class C. There is a weapon I made in the OOB (team weapon class) called demolition charges, a team class weapon with range 1 converted from an 8inch shell. The unit has a mortar icon, simply because I can't find a way of assigning it an infantry one. The problem was, if you do a direct fire attack on a unit on a bridge you are attacking the unit and not the bridge. I got it to work by using an indirect attack (like pressing the "z" key) using a mortar class unit. With range 1, place it next to the bridge in deployment, select to bombard the adjacent bridge hex and then use the + and - icons on the bombardment screen to choose which turn it drops the bridge on. I'm not guaranteeing it will always land in the right hex or always drop all bridges, but it's one way of handling the problem and I'm sure you guys can modify it to suit you needs. Hope you find it useful. |
Re: Blowing bridges
I have tested both systems extensively (reinforcement as target for direct fire attack and indirect fire delayed bombardment).
An ammo dump won't always drop a bridge and I've not yet been able to create a weapon that is guaranteed to drop a bridge everytime.... Maybe there is no sure fire way of doing it.... |
Re: Blowing bridges
Creating a "one shot" unit as a reinforcement is the conclusion I was coming too. I`ll try your OOB when I get a minute. Thanks for the input.
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Re: Blowing bridges
True, I did play around in the UN OOB with the numbers the Ammo explosion used. It needs quite alot of tweeks to get it to work.
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