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Commandos HQ  /  Modding & Mods  /  My [little] mod : Coup De Main Party
Posted by: MoiChain, November 24, 2009, 4:12pm
1944, June, 5th, 22:56 Commandos Take off to Normandy.
2 hours laters, Glider N°4 of "Coup De Main Party" misses the target and lands many miles away from Pegasus Bridge.

Help your commandos to find a map and head to Caen with the truck.
Quick ! Allied bombers are on the way (listen to the skies). They might destroy the truck (or even yourselves) if you're not fast enough !

I tried to make 3 very different difficulty levels. Begin with the easiest.
Not too difficult for the moment (too many grenades and explosives available, etc...), but thanks to your comments, I will do a very good v1.1 !

This mod is intended to be used in DestinationParis environnement.

To install, unzip this file to your C2MoC-DestParis folder :
ftp://anonymous.ftp.ovh.net/numerisat/Jeux/Commandos2MoC/CoupDeMain/CoupDeMain-v1.00.zip

And select the SECOND TRAINIG MISSION.

To uninstall, unzip this file to your C2MoC-DestParis folder :
ftp://anonymous.ftp.ovh.net/numerisat/Jeux/Commandos2MoC/CoupDeMain/CoupDeMain-UninstallToDP.zip

Goodl Luck !

Posted by: wyel2000, November 24, 2009, 6:27pm; Reply: 1
how to complete the objective!!! you have to test?
thx

look the code.
the #4 #6 #8 to camion and camion on a area.
but not pass

by the way. the str is what language
Posted by: MoiChain, November 24, 2009, 7:45pm; Reply: 2
the str is in french, because I am french.

First : find the map (colditz map recycled) that is hidden somewhere !
Second : Truck on right exit (->, beyond the house) with commandos aboard should finish mission.
Posted by: wyel2000, November 25, 2009, 2:40pm; Reply: 3
ok. but me not know the French (language).  :)

you set the kubel box is good idea. me lookup long time.
Posted by: Haart, December 1, 2009, 7:51am; Reply: 4
Can you upload your mod somewhere else? I can't download it. Thanks.
Posted by: MoiChain, December 1, 2009, 12:35pm; Reply: 5
What about this :

http://depositfiles.com/files/r3hsubm7v
Posted by: Haart, December 1, 2009, 3:06pm; Reply: 6
Thx. I have downloaded it. I will try to play tonight.
Posted by: Haart, December 2, 2009, 10:40am; Reply: 7
Good job. It was pleasant to play. Good idea with kubelwagen. I think that you have placed too many explosives and grenades.  It is too much for such quantity of enemies.
Posted by: MoiChain, December 2, 2009, 10:40am; Reply: 8
I know. I'm working on v1.1, with fewer explosive, a little more ennemies...

Thanks for your feedback !
Posted by: MoiChain, December 3, 2009, 5:37pm; Reply: 9
Ready !

Check the v1.1 :
ftp://anonymous.ftp.ovh.net/numerisat/Jeux/Commandos2MoC/CoupDeMain/CoupDeMain-v1.10.zip
or
http://depositfiles.com/files/r3hsubm7v
Posted by: Haart, December 4, 2009, 11:51am; Reply: 10
Good! Now your mission is really more challenging than in the past. If it is not final release i would want to suggest some ideas:

1. Add an alarm zones in this mission  and if it sound the enemies will switch on a huge projector that will light a half of this map and some new enemies appear.

2. Add some enemies that can recognize the spy. Let them look as normal officers but have ss officers abilities.


Note: You can comment codes like this:

/*  
  .BRIEFING
  [
       .INICIAL TU02.BRI
       .PREVIEW TU02_PREVIEW.BRI
       .EVENTOS
       (

            [
               .EV RABI
           ]
       )
    ]  
*/


it is very helpful when you want to comment a big quantity of lines.
Posted by: MoiChain, December 4, 2009, 12:51pm; Reply: 11
Many thanks for the hints...
I didn't know ss officers could recognize the spy where Wehrmacht officers couldn't. I'll implement this.
I have to work on alarms. I don't know how they work for the moment. I'll look at that.
Thanks for the usage of comments in the codes. I didn't knows how to "suspend"/ "switch off" / comment  many lines of code at once.
Good luck to you.
Posted by: MoiChain, December 9, 2009, 9:13pm; Reply: 12

Quoted from Haart
1. Add an alarm zones in this mission


Do you mean a zone on the map in which, when the player enters, the alarm sounds and soldiers appear so on ? Or do you mean an alarm on some other condition ? Or do you only suggest the DAR_ALARMA_AL_VER_ALIADO option ?

Anyway, thanks for the nice feedback...

Posted by: wyel2000, December 10, 2009, 1:54am; Reply: 13
作者:网站大律师(PJB)

警报共四个部分:  前三部分都在 .INTENDENCIA 部分里面设置

1)设置响警报的属性

.DAR_ALARMA_AL_VER_ALIADO  1.0  #让敌人对尸体和发现盟军,并且都在警报区域内就开始响警报  ;  若无此句,则事件和警报都不能被触发

..............................

2)设置警报事件和相应的警报灯

.ALARMAS  
[
  .LISTA_ALARMAS  
  (
    
    [
      .NOMBRE  ALARMA01  #警报事件
      .LUCES  
      (
        #  LUZ_ALARMA_01  LUZ_ALARMA_02  LUZ_ALARMA_03  LUZ_ALARMA_04  LUZ_ALARMA_05  LUZ_ALARMA_06  LUZ_ALARMA_07  LUZ_ALARMA_08  
        #上面这行是红色警报灯,可以为空,见第4条
      )
      .TIEMPO  750.0  
    ]
    
    [
      .NOMBRE  ALARMA02  #警报事件
      .LUCES  
      (
      )
      .TIEMPO  750.0  
    ]
    ................
  )
]

..............................

3)设置触发警报的区域
.INTENDENCIA  
................
[
  .REACTS  
  (
    
    [
      .ESC  EXTERIOR  
      .ZONA  TRINCHERAS  
      .EVENTO  EVU1  
      .ALARMA  ALARMA01  #触发警报,并且ALARMA01定义的警报灯开始闪
    ]
  )
  .............
]
4)
是警报区域已经定义的了,这个红色警报灯在游戏里是看不到的,直到警报发生了,则此处有红灯闪烁.
一般在游戏里,红色警报闪烁是和游戏画面里的绿色警报灯在同一点,以便真实~

.BICHOS
(
  ...................
  [
    .TOKEN  LUZALARMA_01  
    .POS  
    [
      .XYZ  
      (
        -1069.0  -153.0  140.0  
      )
      .ESC  EXTERIOR  
    ]
    .ANGULO  0  
    .FLOTANDO  1.0  
    .BANDO  NEUTRAL  
    .COMPORTAMIENTO  
    (
      ComporLuzAlarma  
      [
      ]
    )
    .LISTAS  
    (
      
    )
  ]

5)区域详细
.ZONASFLOTANTES  
(
  .............
  [
    .NOMBRE  TRINCHERAS
    .ESCENARIO  EXTERIOR  
    .LISTA_POLYS  
    (
      
      (
        
        (
          -32.7  -346.6  0  
        )
        (
          5.5  -315.8  0  
        )
        (
          15.3  -357.5  0  
        )
        (
          -7.7  -364.6  0  
        )
      )
    )
    .TODO_EL_ESCENARIO  0  ###为0时,表示在.LISTA_POLYS此设置的区域里为定义区域,
    ###为1指除了.LISTA_POLYS此地点区域的其他地方为定义区域,若无.LISTA_POLYS,则指.ESCENARIO后面的房间名字为设置区域
  ]
  ..............................
)
  
  #########################################################################################################

总结:
0.此内设置的区域为警报区域,条件成熟(盟军被发现或引发爆炸或敌人发现死尸)就响警报,无此句.ALARMA  ALARMA01,  则不会响警报~
1.对于盟军则必须有此句.DAR_ALARMA_AL_VER_ALIADO  1.0  ,才能触发事件EVU1.  无此句,则事件也不会被触发~
2.只要交通工具进入了设置的区域内,就触发事件EVU1发生,但不一定发生警报,可以重复触发事件,有无此句.ALARMA  ALARMA01一样触发事件  
Posted by: MoiChain, December 10, 2009, 9:19am; Reply: 14
Thank you. I'll work on that.
Posted by: Haart, December 10, 2009, 10:25am; Reply: 15
.EVENTO EVU1 # event that will occur when alarm sound.
Posted by: MoiChain, December 10, 2009, 11:02am; Reply: 16
Quoted from Haart
.EVENTO EVU1 # event that will occur when alarm sound.


... when Ally get caught in TRINCHERA zone, right ? or just when ally walks in TRINCHERA zone ?
Posted by: Haart, December 10, 2009, 11:28am; Reply: 17
Quoted from MoiChain


... when Ally get caught in TRINCHERA zone, right ?


Yes. It's right.

Posted by: MoiChain, December 10, 2009, 2:45pm; Reply: 18
Thanks a lot for these useful informations. I will be able to work on alarms now .
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