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Striker

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Everything posted by Striker

  1. Thanks Sean, I got you on that point. Do all the current terrain maps install with 3.0? What I'll probably do is just take one of the blank maps and make my own from it instead of working on a new height map. I've done a lot of map editing so I'm familiar with all the time needed to put in buildings, roads and bridges. I was hoping that there might be a method to bring in more data than just height but it looks like from what you're stating that there isn't.
  2. I have the current list of maps from the install of 3.0 but it looks like all of them are from 2006 and earlier. I find it strange that there are no maps from 2006 on. Is there a current or updated list available? Also, I'm interested in building a map from scratch. I remember looking into this a few years ago and something about NatGeo Satellite terrain data comes to mind but I'm not sure if that's correct. Can someone please point me to the tools necessary to get the data to start building a new map? Everything I would need besides the SB map internal editor would be great. I've also noticed that some of the maps are incomplete. An example is the Wolfsburg one. You can clearly see where the roads and cities should be but there's nothing there. Are there completed versions or are this just blank for a reason? Added note: I think it was actually USGS data and not NatGeo data.
  3. Version 2.0

    1,191 downloads

    <p>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.</p><p>The scenarios I’ve created for SteelBeasts mimic the scenarios from the console game but are updated drastically to make them much more realistic. 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!</p><p>Please feel free to contact me if you have any suggestions about changing or updating the missions. Please don't try to make changes or upload them yourself though. I've done some updating to a customized map region and there are lots of events that depend on user action and unit numbers. I would like to keep them as close to the original idea that I had for mimicking the original computer game.</p><p>Please enjoy them and let me know what you think!</p><p>Scott "Striker" Hicks</p><p>NOTE: Please accept my apologies for anyone that has already downloaded the file. The reason they were bugged is because I had pulled the scenarios from an older save file accidentally. I created multiple save files in case I had to go to a backup. OOPS!. Anyhow, I went through every mission and updated some of the settings on them and also play tested every one of them myself so I know that they work properly. There are some issues with the scoring though. On some of the missions the score shows wrong even though the victory conditions do work correctly so don't let that throw you off. Please let me know if you see any other bugs and if you want to open it up in the editor and make suggestions for the ending score please private message me with suggestions or a replacement file.</p><p>Thanks! Striker</p>
  4. I used 1 minute only as a test. That really is an unrealisticly short time but it's a game so where do you draw the line. Set it to 15 minutes and some people walk away. Set it to an hour and no one would even want to play the scenario. I think 5 minutes is probably a little more reasonable. They might go to another unit in the mean time and come back to find it's repaired. I've done that before. And the M88A1 and the M113 repair are my typical choices for having repair vehicles on station. Anything else would be pretty silly IMO.
  5. Another idea Ssnake is that you guys could probably implement a "Repair Zone" function to apply to a custom region or an oval or rectangle graphic. That may be an easier thing to do. A lot of people are using the repair function in their scenarios now.
  6. OK, I got it now and I totally understand by what you said here. The problem was that I wasn't putting in the correct variables. I also look at a mission created by someone else where it worked. 1 So the main thing is place the platoon and it can be from 1-4 units. 2 Create a region for the repair to take place. 3 Place a vehicle inside the zone 2/B (doesn't have to be a repair vehicle specifically but I used the M88A1 repair) 4. Put the condition to repair on the vehicle needing repair such as 1/A tank platoon using these settings. I used checkbox 2 and 3: Repair All If: Unit "this" is in "region 1" (and) Unit "2/B" is in "region 1" If true delay by 1:00. You use the unit "this" because that applies to the individual tank out of the platoon or the whole platoon. So now when you either group the vehicles or divide them you will get the "unit this" in the first part of the statement and it works. Thanks!
  7. Not when they're grouped. When you go to the "Repair If" logic statement it will only show either/or and not both. So if they're grouped you'll get 1/A available in the unit box and if they're separate you'll get 1/1/A and 4/1/A available when you click through but the main platoon callsign isn't available to select.
  8. Snaake is probably the best person to answer this but maybe someone else has a solution. Is this a bug? In several of the missions I'm creating I want individual tanks to be able to get repaired. When I create a platoon of 2 tanks and go the the "Repair If" option, I'll use the statement "if 1/A is in Region 1" as an option. The problem is if they split up into 1/1/A and 4/1/A while the scenario is running then the repair doesn't work at all. If I split them up in the editor into 1/1/A and 4/1/A and then use the "Repair If" in the two different vehicles such as "if 1/1/A is in Region 1" and apply it to the second tank "if 4/1/A is in Region 1" then they can repair separately but if they are attached together in while the scenario is running, again the same problem occurs. What happens in the logic statement is that the unit turns into "this" instead of 1/1/A or 4/1/A. My solution so far has been to create two separate platoons of 1 such as 1/A and 1/B but this is not very practical since the player might want to do the scenario alone and use both tanks attached together. Is this a bug? I though I remember this working properly in 2.5 version. Any suggestions?
  9. Thanks, I do appreciate the info. I'll just figure out another way to do the mission without trying to be so elaborate. I'll just place the obstacles and defend the position. For example the enemy is coming with obstacle/clearing tanks.
  10. Is it possible or are there any vehicles with engineering units that can deploy obstacles while the mission is in progress rather than in the mission builder?
  11. I figured out what the problem is. In the older versions of SB there wasn't a setting for anti-aliasing so I've been using my Catalyst center to put the AA at 4x. Apparently this causes SB to slow down on the frame rate. I set it to application controlled and the problem went away. It's funny that I haven't had the problem occur on other maps though. I'm running a Quadcore 3.0 with two ATI 5770's but I'm not running them in crossfired mode as SB doesn't like that.
  12. I'm getting extremely bad frame rates when I'm in external view on the Hannover map. I did the "rebuild navmesh" while working on the mission file. It doesn't seem to matter where I'm at on the map. I thought at first it was because of all the new buildings. Anyone else experiencing this problem?
  13. Thank you Ssnake. I think I'm starting to get a handle on how the logic system works. I'm happy I was able to figure part of it out and the rest with your help. I'll keep working on it and testing different ways to do it on different scenarios.
  14. I know that the scoring is a little restricted but do you think that the logic flow is correct in the way I set it up? I'm just trying to understand how it works and if it functions correctly.
  15. Then I set up the scoring using the "Event Points" mode. I named the first one "Quit Early" and selected "Mission Failure" from the drop down. I used that and if the player quits before 15 minutes have elapsed then it triggers a low point score, "0" to be exact. I think I screwed up here, I believe the first box is hours and the second is minutes so I changed to 00:25 for quitting before 25 minutes into the scenario. Then I created one labeled "Lose Battle" and gave it 10 points but at mission end this time. Then I made one labeled "Win Battle" using "Mission Success" in the drop down and gave it 100 points also at mission end. Using that logic setup the scoring and events work together like this. 1. The battle ends if the conditions are met in the events by either no blue tanks or only a couple red forces left. 2. The scoring logic uses the "Mission Success" or "Mission Failure" to trigger the points assigned for each of those variables. 3. The mission score is tallied and in the debriefing it shows the correct outcome based on either no points, low points or all the points. Does this seem like the correct way to do what I want to achieve? Also, is there something you would change in the logic panels?
  16. OK, so before I saw your post I was working on the issue and I came up with this solution on my own. I don't know if this is exactly correct based on what you're stating but it works. Maybe you can look at my logic and see if something needs changing. I'm going to have to post this twice because of the limit. The first thing I did was create a "Failure Event" based on two parts. I have two distinct regions that the enemy is trying to get to that the friendly forces have to defend. The first part is "operational friendly tanks anywhere < operational enemy forces in region 9" note: I only have two full strength tank platoons so I changed this to "Unit 1/A is < 25% (first panel) and Unit 2/A is < 25%" (second panel). This way both my tank platoons would be disabled to trigger a mission failure. The second part is "operational friendly tanks anywhere < operational enemy forces in region 14" The next event I created is based on success if there are less than 2 enemy units still operational. I then set "Blue Mission To End If", "Mission Failure True" or "Mission Success True" or "less than 17 friendly forces" The reason I did that is there are 16 computer non-combat units and 8 player controlled tanks so if you end up with less than 17 all the user tanks should be destroyed. added: I changed this last panel and added one more to state that "if unit 1/A < 1 member and unit 2/A < 1 member". That way the mission ends only if my two platoons are destroyed eliminating any of the uncontrolled units factoring in.
  17. I need some help with the end mission control logic and scoring. Specifically I need the mission to show "Major Defeat" if the player either loses or quits early. I know how to do most of the settings but I'm stumped when it comes to setting the scoring to make this work. I do have events set for the simulation logic to use for the player losing the regions or being wiped out and for the enemy being defeated so I've done most of the setup. The mission end events work and it does show "major victory" if you actually win. I just need help with the finalizing of the other part I mentioned. I'm happy to send the file so you can have a look. I just don't want to send this to multiple parties so unless you absolutely know this aspect of the editor please don't offer to help. I'm not trying to be a jerk I just don't want to waste time with speculative or partially correct answers. Thanks.
  18. OK, I figured out how to do it and it's working great. It's kind of a combination of what several of you stated but here's how I did it. 1. I created the lost platoon in blue way off the map but gave them radio damage. They still appear on the map when spawning so there's no way around that but I'm OK with it since there's no real way to hide them. 2. I created 3 zones for them to move to and gave them three possible routes to move to. Then I created a general "custom zone" in irregular lines that completely surrounded the three possible zones but the outline is within about 150-200 meters of the spawn zones. I then created a trigger zone about 1 k from and not touching the other zones. The three possible zones. They are set to give "embark if" commands for the routes I created at the spawn points. 3. I then set the three possible "jump to end" routes to happen when the player touches the jump trigger zone and gave each route a random variable of "0<= random variable x1 < 35", that way it's about a third of the chance for each jump route to happen and set the irregular encompassing zone to trigger the actual spawn. Results: The player or primary unit (hunting for lost units) touches is the trigger zone that makes the lost unit "jump to end if". That has to happen first as you can have multiple "jump to end's" but only one "spawn if" and the jump has to happen before the spawn. The player then touches the "Spawn If" zone and the lost blue unit appears on the map. This is OK and logical since you would be in LOS anyhow because the zones are close enough together to make it believable that you would actually be able to see them in real life. The player now can identify the general location of the lost units are but has to move towards them to get them to move simulating close visual ID. The last zone is a small square so when the player contacts that last zone around the lost unit they embark on the pre-planned route. I've tested it several times and it works just as I was hoping it would. Thanks for the help.
  19. Yeah, that's an interesting solution. I spent the entire day yesterday messing around with this and came really close to a workable solution last night but I was just too tired to continue. I have some work today but I'll give it a crack again this afternoon.
  20. I did consider your original suggestion. It didn't fit my criteria for the mission but just because I didn't respond right away didn't mean I was not appreciative of your suggestion or that I found it to be unreasonable. No need to get flippant about it. Again, this is not helpful or necessary. I was looking for help and suggestions and not attitude. Please don't respond if you don't have anything positive to add.
  21. Both. Did you read my variable settings? Are those bad settings or "not logical"? What setting would be logical for the variable? Again, this is not explained in the manual or at least not well explained.
  22. OK, so what is the best variable to use. I've tried a couple different settings but nothing seems to work. I have 3 regions set as possible spawn points and I have for the "jump to" route set for each region in this order. "jump to end if 0 is < = random variable x2 < 100 {and} Unit 1/A is in Region 1 {or} Unit 1/A is in Region 2 {or} Unit 1A is in Region 3. Again, when I start the mission and the stranded unit is blue I see the route line and the starting point. Obviously this won't work so if I can get the spawn to work I'll make them green and then "allies if" but I need to spawn point to work to begin with otherwise it's pointless.
  23. Well maybe there's a way to get the blue stranded unit to not show up on the map but I sure don't know how to do this. Anyhow, it's working for now but I'm going to be working on this for awhile so revision will be in the cards I'm certain.
  24. I really think that's a question of semantics. If you are following and protecting them then you are in effect escorting them even if they are not under your control. It still fulfills the mission requirements. And I figured out the spawn thing. What I did was create 3 trigger regions. The first two set the spawn locations by providing a "jump to end" condition and the third sets the overall spawn. I was trying to do it in reverse. You can have multiple locations on the route to spawn but they can only spawn once. Thanks for the help and suggestions on that.
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