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Striker

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Everything posted by Striker

  1. Already did give an example: "Unit inside region-condition on; Unit outside of region-condition off". My question is can this be continuous on and off using the same region and condition.
  2. Units are fine, again, I referenced player but I mean "unit enters or exits region".
  3. RGR Ssnake, rephrasing again. I mean nameable condition that can be switched on and off continuously. Sorry, I'm used to saying "triggers" because that's what a zone is for in Arma and DCS, we call them trigger zones. In SB they're regions. I want to know if a region can be used to have a continuous action like player in, switch on, player out, switch off.
  4. OK, so none of what you have said applies to my original question and I probably could have phrased it a little differently. I was asking specifically if there is a way to make a trigger act like a switched condition like they can indefinitely in DCS. "in zone on", "out of zone off". I'm very familiar with the way that the trigger system works in SB otherwise.
  5. Is this possible? I've looked through all the documentation and done a bunch of searches but from what I've seen triggers can only be set once. I want a trigger that infinite repeats when someone enters and leaves a zone.
  6. OK, Ssnake, I figured out the problem. I was trying to do it on the top menu under "tasks". Apparently it does not work from that menu even though it's available so you guys might want to look into that. If you use the bottom right vehicle icons it works fine.
  7. M1A2 SEP, just typical damage like main gun and turret, definitely repairable.
  8. This used to work all the time but it's not now so I'm not sure if I'm doing something wrong, or it's too light of a vehicle or if it's just not functioning currently. I back up to the vehicle, set tow for action and then I get the icon for the Abrams while hovering over it, but it never hooks it up. I've tried getting it centered on the screen behind the tow vehicle but still nothing. I even placed placards thinking that was necessary to do first. Any help on this would be appreciated. I'm updating my campaign since all the triggers have been messed up since the last couple patches and this really needs to work for the missions to be playable. Thanks.
  9. I had posted this back in May and stormrider_sp had responded that he might be able to help me with a map but I haven't heard back after I had told him I would like to change my map location idea so I'm not sure what happened. He might have gotten too busy to help with this. But what I'm looking for is a scenario map that I can use with the Swedish Strv 122 tank for another campaign. I spent some time looking at the coordinates on google maps and I found this area. The SW corner is 65.801963 - 22.817025, just North of the island of Bjornholmsgrunden The NE corner is 66.385716 - 24.208169, SouthEast corner of Lake Tormasjarvi I would like to get the main bridge crossing the river in Overtornea in the North and most of the Hwy 98. I would like to get the main bridge crossing the river in Tornio in the South and as much of Hwy E4 as possible. If a map like this already exists I would like to know, otherwise is it possible to do it? I'm willing to put in all the buildings, roads & 3d objects as long as no special tools re required to do that other than the SB map editor. Thanks!
  10. Yes, custom map packages required is in the description.
  11. The maps were made with the Steelbeasts map maker tool and nothing else. And both were pulled from two of the original converted maps and all I did was add my bases using objects only available in the editor and then fix the roads and bridges. I've run and extensively tested all of the missions on my system and have not seen any errors on my setup. I'm not saying there are not any at all but just that I haven't seen anything. Please check your SB version, clean out all incompatible files, check graphic settings, memory settings, background applications, scan for malware, exceptions for anti-virus or windows defender, all the usual suspects first. If you're still experiencing the problem, please include a screenshots and detailed explanation of the problem.
  12. Version 3.2.0

    764 downloads

    I made a lot of changes in this version to fix a lot of problems and improve the game play significantly. Please read the text file included in the zip file. These are the completely reworked missions for my M1ABT Campaign. You may find some minor problems or have some suggestions. I'm perfectly fine with you opening the missions in the editor and picking them over to see what I did. Please do not edit them and re-release them though. Submit any suggestions you have directly to me here. You will need the maps that I updated specifically for 4.* and they include the M1 bases. Please keep in mind that this is a fictitious campaign based on the original Dynamics console game, so the elements like bases and transmission towers had to be added to the maps to make them complete. I intend to string them together in a campaign file with sounds and other enhancements later this year but I need them out there so you guys can try them out and give me your input. Once they are in the campaign format, the missions will be locked to prevent any further editing. In 1988, a software company called Dynamix developed a tank combat simulator game for DOS based computers called "M-1 Battle Tank" which was published by Electronic Arts. In 1991, EA teamed up with Sega of America to release it for the Sega Genesis console naming it "M-1 Abrams Battle Tank". Although very limited in scope it provided simulator enthusiasts a console based option and was truly a 3D simulator, meaning you could move or get engaged from any direction. The scenarios I’ve created for SteelBeasts mimic the scenarios from the console game. There are 8 missions in total, numbered and titled but feel free to play them out of order except for #1, "The Moselle Defense" as this mission sets up the story line. When you played the original console game in "Campaign" mode it randomized them somewhat. I hope you enjoy my versions of European defensive and offensive operations based on this classic console game! On some of the missions the score shows slightly wrong even though the victory conditions do work correctly so don't let that throw you off. Thanks! Striker
  13. RGR, I'll ask Sean to verify that it's on the server.
  14. Version 2.0.0

    121 downloads

    This is an updated version of the Salisbury Plain map with all of the bridges fixed and city buildings changed. I went through very thoroughly and placed the appropriate bridges for the type of road or railway and also made sure that they didn't have leftover artifacts like partial bridges and also that they spanned the rivers appropriately. This map was changed specifically for my M1BT campaign. I've also enhanced a lot of the map to include my military bases. the bases are located at the coordinates in the attached images. I've also done many hours cleaning up the cities to remove a lot of the clutter that was created when the map was converted. NOT a criticism of the original creator at all. When the map was originally created, Steelbeasts did not have the same number of building units so a lot of maps were made with the limited objects in a very creative way. I just replaced a lot of the original buildings with ones that make sense for the area. I also cleaned up a lot of the city areas and adjusted the roads and re-spliced them. The cleanup and splicing helps with AI path finding and reduces map loading. Please feel free to add comments and or suggestions or inform me of any problems with the map. I'm going to continue to update it and fix problems as they are found. To download this map, enter f4d2ced8-646a-4b5f-9b92-2d70cef7a8b1 as the map package into the steel beasts map tools UI.
  15. OK Gibsonm, sorry for the delayed response. I didn't realize that this would cause a problem with the snap routing. I personally never use that as I just create a route and align it as closely to the bridge as possible and never have problems with AI crossing bridges. And I did test the bridges with AI crossing to make sure they would all do so. Just so you know though, I didn't spend a lot of time just making the map look pretty as you stated it. The bridges in a lot of cases didn't even span the water so they were literally impossible to cross. I'll pay better attention to the bridge issue in the future though. It's too late to correct this problem in this version but when you span a river with a road and then use the create bridge tool, it should rectify this problem so I'll look into creating an updated version. Unfortunately the road problems in the old maps that have been converted are so extensive it's impossible to fix everything. But I did try to merge roads and clean stuff up as much as possible. UPDATE: OK, I figured out what the problem with the bridges. It's because of the type of bridge which I did not set in the map editor. This is a problem with the updates to legacy maps. When the map is converted there are substitutions so if you have any roads that are mismatched, or if the bridge was the incorrect one to begin with, then the route path finding over the bridge WILL NOT WORK!. Instead, it will reroute the path to a bridge the editor recognizes. In order to fix the problem, all the roads have to be rejoined and then use the automatic bridging tool to insert the correct one. I will go through both maps I'm working on and replace all of the bridges that are incorrect with the correct ones. So please hold off on downloading this map package. I will ask Sean to replace this one with the correct version once it's done. I will test all of the bridges in the editor before I submit the new version.
  16. Sorry Gibsonm, just read your comment. You might want to ask Sean because the UID is auto-generated when you publish the Delta. I did confirm that it is the correct UID though. When I open the map now it shows as a published map rather than an unpublished one.
  17. OK, file package has been submitted. Crap, I hope I didn't mess that up. The folder inside should be labeled "Hannover-Weserbergland-M1BT-Camp". If not I'll have to resubmit it.
  18. Version 2.0.0

    219 downloads

    UPDATED Version, 2-28-2020. Corrected map UID added, 2-29-1010. This is an updated version of Manteufell's version of the Hannover-Weserbergland map with all of the bridges fixed. I went through very thoroughly and placed the appropriate bridges for the type of road or railway and also made sure that they didn't have leftover artifacts like partial bridges and also that they spanned the rivers appropriately. This map was changed specifically for my M1BT campaign. I've also enhanced a lot of the map to include my military bases. the bases are located at the coordinates in the attached images. I've also done many hours cleaning up the cities to remove a lot of the clutter that was created when the map was converted. NOT a criticism of the original creator at all. When the map was originally created, Steelbeasts did not have the same number of building units so a lot of maps were made with the limited objects in a very creative way. I just replaced a lot of the original buildings with ones that make sense for the area. I also cleaned up a lot of the city areas and adjusted the roads and re-spliced them. The cleanup and splicing helps with AI path finding and reduces map loading. Please feel free to add comments and or suggestions or inform me of any problems with the map. I'm going to continue to update it and fix problems as they are found. I also plan on adding detail to the city of Hannover in the future. It looked like Manteufell was planning on adding this detail but never got around to it. It's a huge undertaking but I love this map and want to continue to update it so everyone can have fun using it! To download this map, enter 41c0fdd9-7ba4-46e3-b111-4c5abba7eab5 as the map package into the steel beasts map tools UI.
  19. I'm completely done with all the bridges Ssnake but I have another question. Are there any map objects to represent railroad tunnels? I've looked through all the objects and can't find anything.
  20. How would I get it to you for approval and which file? The terrain file itself is about 34 MB. One of the base files is huge though. It's over 400 MB.
  21. Hey Ssnake, I wanted to send this to you personally since Michael Sielemann is no longer with us but you can't accept private messages at least from me anyhow. I want to edit the Hanover Weserberger map because there are some very minor issues with bridges. Mainly they're the wrong type in some places and they don't span the rivers properly. If I edit and fix the map, what is the proper way to send it back to the community? Should I keep the same name or rename it. Should I send it to you so you can approve it and replace the current version? Is there a marker in his map already to honor him? I have a lot of time on my hands and wrong or misaligned bridges can make it hard to complete missions and the visual aspect can be a little bothering to me and probably other people. The images I'm attaching are where the road crosses the main river in the Northeast. I also merged the two different types of roads into the same type of road and used the correct double overpass bridge and put rail bridges where they're supposed to be. The reason I'm asking is that I use this map in my M1 Battle Tank campaign and I'm updating all of the missions so they'll work with the new version. I use the Salisbury Plain and Michael's map. Thanks, Striker
  22. I know now. I was referring to the google search I did. It's showing really old dates like 2014. So obviously the indexing is way out of date. At least that's what I'm seeing.
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