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MoiChain |
November 24, 2009, 4:12pm |
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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.zipAnd 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.zipGoodl Luck !  |
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wyel2000 |
November 24, 2009, 6:27pm |
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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 |
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MoiChain |
November 24, 2009, 7:45pm |
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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. |
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wyel2000 |
November 25, 2009, 2:40pm |
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ok. but me not know the French (language). :)
you set the kubel box is good idea. me lookup long time. |
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Haart |
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Can you upload your mod somewhere else? I can't download it. Thanks. |
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MoiChain |
December 1, 2009, 12:35pm |
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Haart |
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Thx. I have downloaded it. I will try to play tonight. |
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Haart |
December 2, 2009, 10:40am |
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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. |
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MoiChain |
December 2, 2009, 10:40am |
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I know. I'm working on v1.1, with fewer explosive, a little more ennemies...
Thanks for your feedback ! |
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MoiChain |
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Haart |
December 4, 2009, 11:51am |
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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. |
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MoiChain |
December 4, 2009, 12:51pm |
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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. |
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MoiChain |
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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... |
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wyel2000 |
December 10, 2009, 1:54am |
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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
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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 ] ................ ) ]
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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 |
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MoiChain |
December 10, 2009, 9:19am |
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Thank you. I'll work on that. |
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