Werewolf Posted September 2, 2016 Share Posted September 2, 2016 Before I pull the trigger and upgrade to 4.0 I was wondering if the mission editor has changed any? Any new capabilities, new logic, conditions, events, if statements etc? 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted September 2, 2016 Share Posted September 2, 2016 many...yes 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted September 2, 2016 Share Posted September 2, 2016 16 minutes ago, Werewolf said: new logic, conditions, events, if statements etc I may be wrong, but I do not recall seeing any new logic introduced in 4.0. 0 Quote Link to comment Share on other sites More sharing options...
MDF Posted September 2, 2016 Share Posted September 2, 2016 4 minutes ago, Apocalypse 31 said: I may be wrong, but I do not recall seeing any new logic introduced in 4.0. I think there was one addition: Party <x> is <allied/enemy/neutral> to party <y> 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted September 2, 2016 Share Posted September 2, 2016 2 minutes ago, MDF said: I think there was one addition: Party <x> is <allied/enemy/neutral> to party <y> Thought that was in 3.0. 0 Quote Link to comment Share on other sites More sharing options...
Grenny Posted September 2, 2016 Share Posted September 2, 2016 "surrender If".... 0 Quote Link to comment Share on other sites More sharing options...
Apocalypse 31 Posted September 2, 2016 Share Posted September 2, 2016 1 minute ago, Grenny said: "surrender If".... +1. Awesome feature, actually 0 Quote Link to comment Share on other sites More sharing options...
MDF Posted September 2, 2016 Share Posted September 2, 2016 (edited) 5 hours ago, Apocalypse 31 said: Thought that was in 3.0. You could be right, bit I thought I'd seen it mentioned in the 4.0 thread as a new feature. Edited September 2, 2016 by MDF 0 Quote Link to comment Share on other sites More sharing options...
Ingolf Posted September 3, 2016 Share Posted September 3, 2016 Still, it is a very useful feature that I have not explored fully yet. Adds a lot of possibilities and alternatives. 0 Quote Link to comment Share on other sites More sharing options...
Koen Posted September 3, 2016 Share Posted September 3, 2016 Amphibious operations are again possible with 4.004 0 Quote Link to comment Share on other sites More sharing options...
Lusik Posted September 5, 2016 Share Posted September 5, 2016 Infantry skill level was added. 0 Quote Link to comment Share on other sites More sharing options...
Werewolf Posted September 7, 2016 Author Share Posted September 7, 2016 (edited) On 9/4/2016 at 8:09 PM, Lusik said: Infantry skill level was added. Really... Please - elaborate. Edited September 7, 2016 by Werewolf 0 Quote Link to comment Share on other sites More sharing options...
Lusik Posted September 7, 2016 Share Posted September 7, 2016 You can choose how well trained the infantry is. Once you place a unit, right click on it and it should be somewhere under options. The default is "conscript", if I remember correctly. 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted September 7, 2016 Share Posted September 7, 2016 What does well trained infantry do that conscript infantry do not? Or do they just do the same things, but better? I was reading GibsonM's post about map noifications making AI infantry essentally instakillable by arty. I was wondering whether there was an option to have AI infantry displace frequently within pre-set random parameters between pre-selected BPs so that you could have them disappear into the treeline (unless engaged) and pop up somewhere else inconvenient for the attackers after their empty former BP is hit by arty. I know there is only so much that arty can do, but HARPOON/CMANO has some pretty nifty things you can do with pseudo-random parameters that are conceptually similar to this. 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted September 7, 2016 Share Posted September 7, 2016 This can be done in the planning phase with conditioned routes, i remember seeing an example of how this is done in a tutorial style scenario once, but i cant find it now. Maybe something on it in the WIKI http://www.steelbeasts.com/sbwiki/index.php?title=Scenario_Design#Tutorials 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted September 7, 2016 Share Posted September 7, 2016 Thank you Bond_Villain. 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted September 7, 2016 Share Posted September 7, 2016 (edited) I suppose its covered here; http://www.steelbeasts.com/sbwiki/index.php?title=Events_Triggers_Conditions and with the added bonus that if you can understand and remember this, youre an expert on everything else too! ...put the kettle on Edited September 7, 2016 by Bond_Villian 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted September 7, 2016 Share Posted September 7, 2016 (edited) http://www.steelbeasts.com/sbwiki/index.php?title=A_Simple_Scenario_From_Concept_To_Completion I think its in here, referred to as a "berm drill". Seems to missing diagrams though. Pictures are for sissies anyway. Edited September 7, 2016 by Bond_Villian 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted September 7, 2016 Share Posted September 7, 2016 It's just as well I'm having Stephen Hawking and Neil deGrasse Tyson over to dinner tonight. 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted September 7, 2016 Share Posted September 7, 2016 Yeah its a bit like that! I think the Berm Drill is what you want 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted September 7, 2016 Share Posted September 7, 2016 A berm? 0 Quote Link to comment Share on other sites More sharing options...
Bond_Villian Posted September 7, 2016 Share Posted September 7, 2016 You are a experrrt troubleshitter! 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted September 7, 2016 Share Posted September 7, 2016 Famous last words, but that Boolean logic looked pretty familiar from Excel etc. and the explanations and example were very good. 0 Quote Link to comment Share on other sites More sharing options...
ChrisWerb Posted September 7, 2016 Share Posted September 7, 2016 This is probably a dirty word, but can you set vehicles/personnel to spawn when certain conditions are met? 0 Quote Link to comment Share on other sites More sharing options...
Kingtiger Posted September 7, 2016 Share Posted September 7, 2016 Yup. right click unit/s and choose "spawn if" and choose the event/condition you want. 0 Quote Link to comment Share on other sites More sharing options...
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