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Thread: Making trenches work in the editor

  1. #21
    Quote Originally Posted by FAdmiral View Post
    majoris, your template contains a "mission.sqm" file only.
    Where do you put this file? I see no .sqm files anywhere
    in the game files...
    You have to put the folder in the .rar (German_Trench_Template.Panovo) in your My Docs/Iron Front/Missions folder

  2. #22
    Ok, thanks
    A readme file for us editor newbies with
    info like that is always appreciated....

    New Question: In making SP, Co-op or MP editor missions, can they all be combined?
    I have 1 player unit for SP & maybe other playable units as well. (tried this, works OK)
    In Co-Op, do I put in multiple "playable units" with no player unit on 1 side?
    In MP, do I put in "playable units" both sides with no player units?
    Last edited by FAdmiral; Jun 7 2012 at 02:55. Reason: New Question

  3. #23
    There always is at least one player. For coop, you only have to add more playable units. If you add them on both faction sides, both can be played in multiplayer. Also, if you add more playable units for coop and play alone, you can jump to these units with the T button, so you can control them all by yourself.

  4. #24
    Quote Originally Posted by panzer_baron View Post
    If you make a mission with trenches in the editor, the best way for the soldiers inside the trenches to act properly, is to write in the initialization of the commander of the trench group this:

    {_x setUnitPos "UP"; doStop _x; _x allowFleeing 0; _x forceSpeed 0; _x setPosATL [getPosATL _x select 0, getPosATL _x select 1, 0.23];} foreach units this;

    The getPosATL_x select 1, 0.23 is the altitude of the units, for various trenches are suitable a different altitude, you can test in the editor with various trenches.

    For example, to set an anti-tank gun in the anti-tank trench, it needs this setPosATL [getPosATL this select 0, getPosATL this select 1, 0.75]; in the initialization of the unit, where the 0.75 is the altitude.
    Thanks for sharing. Quite useful so far. I figured for lone AI heavy machine gunners, the following to be sufficient. It´s not grouped with other units and works quite well.

    Mounted Weapons, machine gun "Maxim" (trench)

    in single foxhole object. Positioning is a bit fiddly, but at last I figured the correct position to be the foxhole objects pivot point.

    this setPos [getPos this select 0, getPos this select 1, 1.05]; dostop this

    Also tried with the group commanders initialization field, but tend more now to use:

    {_x setUnitPos "Middle"; doStop _x; _x allowFleeing 0; _x disableai "target";_x forceSpeed 0; _x setPosATL [getPosATL _x select 0, getPosATL _x select 1, 0.23];} foreach units this;

    setUnitPos "Middle" more helps to use the aperture, thus providing more allround cover for trench/FH inhabitants, although limiting field of fire more to 90°.

    According to Biki, disableai "target" looks like a good alternative to disableai "move", as I suspect disableai "move" prevents a unit from turning around on the spot, which causes the situation, that units can´t react to threats from the rear.

    Biki quote: "The "TARGET" section of the AI is likely different than what you would think. Normally, when an AI group is standing still and sees an enemy, the group will break formation and start moving towards the enemy. If you disable the "TARGET" AI, then the AI units will stay where they are at. Even if you disable the "MOVE" AI, the units will still move out to attack the enemy, unless you disable the "TARGET" AI. Disabling both these AI sections is useful when placing units in defensive positions. This way, you can have them stay behind their cover, and not run out into the open."

    http://community.bistudio.com/wiki/disableAI





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