.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > The Camo Workshop > WinSPMBT
Notices


Reply
 
Thread Tools Display Modes
  #1  
Old October 29th, 2005, 03:36 AM
Pyros's Avatar

Pyros Pyros is offline
Colonel
 
Join Date: Mar 2005
Posts: 1,668
Thanks: 0
Thanked 5 Times in 5 Posts
Pyros is on a distinguished road
Default Re: New Bug.

David,

Don & Andy explained me in detail these issues.
So IMO, this kind of issues are technically seen as coding limitations rather than a bug.

Concerning the "anorthodox" treatment of the scenario editor (irregular procedures in the scenario designing), I guess this is the price that someone has to pay when he travels through uncharted (and "dangerous") waters!

Bottom line, respect the normal procedures and you won't have any problem at all.

Everything is OK!

cheers,
Pyros
Reply With Quote
  #2  
Old October 29th, 2005, 07:31 AM
Listy's Avatar

Listy Listy is offline
Sergeant
 
Join Date: Jun 2005
Posts: 358
Thanks: 0
Thanked 0 Times in 0 Posts
Listy is on a distinguished road
Default Re: New Bug.

Question.

understand it's only acepting the info-from the OOB. However If the weapons match will it bomb up to that number?

I'll try to explain.

Say in the example above, we had put 6 HEAT rounds in the weapon, when we went to re-load would it load up 4 HEAT instead?

Becuase if it does, then it could be a useful senario desgin tool.
Reply With Quote
  #3  
Old October 29th, 2005, 08:04 AM
Pyros's Avatar

Pyros Pyros is offline
Colonel
 
Join Date: Mar 2005
Posts: 1,668
Thanks: 0
Thanked 5 Times in 5 Posts
Pyros is on a distinguished road
Default Re: New Bug.

Yes,

The unit will recall just the number and position of ammo quantity that match with the original OOB.

What is very interesting is the inverse situation:

Begin a scenario with units with the same weapon's configuration, but with very low ammo levels (quantity of 2-4).
Then bring on as reinforcements, ammo carriers and... there you have an interesting situation.
Your depleted (from ammo modified units) will stock up to the original ammo levels as soon as they come close with an ammo provider unit.

This is great for situations like for example the ammo resupplying of airborn Para units by the use of airdroped ammo containers etc...

IMO, this might be a good reason, why the modified units should (after all) recall the original OOB ammo levels.

cheers,
Pyros
Reply With Quote
  #4  
Old October 29th, 2005, 01:48 PM
Mobhack's Avatar

Mobhack Mobhack is offline
National Security Advisor
 
Join Date: Mar 2005
Location: Dundee
Posts: 5,991
Thanks: 487
Thanked 1,926 Times in 1,253 Posts
Mobhack is on a distinguished road
Default Re: New Bug.

Quote:
Listy said:
Question.

understand it's only acepting the info-from the OOB. However If the weapons match will it bomb up to that number?

I'll try to explain.

Say in the example above, we had put 6 HEAT rounds in the weapon, when we went to re-load would it load up 4 HEAT instead?

Becuase if it does, then it could be a useful senario desgin tool.
Yes

If you modify a unit which has rifle with 60 HE in slot X to have say SMG with 40 HE ammo, then on reload it will fill slot X with the full 60 HE.

If you have a slot 1 weapon with 4 HEAT, but change the modified unit to 8 HEAT (changed or unchanged weapon), it will reload slot 1 with 4 HEAT.

A slot whic was a rifle with 60 ammo, that you change to an AT gun with 0 HE and 20 AP - will reload with the 60 HE, which could be a wonderful boost (if it has an HE round and there is no enemy armour left - or a real pain if it is say a 40mm littlejohn squeezebore with nil HE value.

A simple test scenario (use small ammo loads in the test units ! - should suffice to show what happens.

No problems, if you keep to compatible weapon types for the slots, OR are designing a scenario with no ammo supply units (the vast majority). If you are making a scenario with ammo supply - best to stick to stock units.

Changing unit weapon data in scenarios is really only for small "tweaks" - it is not meant to be there for vast structural changes. There are plenty of "gotchas" if you do that, so it is only a facility for the very experienced designer IMHO.

(Weapon sounds - if not the default 0 in the OOB (when the code then determines the sound) - seem also to be another item taken from the database. As is the "information" page for units data in-game, which comes directly from the OOB. So if you take a 15cwt truck and hack it about into an MBT - that page will still show the data from the 15cwt truck in the OBAT.

In any case - the changed load may confuse the end user, so be careful if changing unit data and providing ammo supply units to the player.

Cheers
Andy
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:17 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.