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Gibsonm last won the day on January 20

Gibsonm had the most liked content!

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  1. Just had a thought. Taking ownership doesn't now mean "Disregard the scripted command and rely on the Player" does it? That wasn't the case previously.
  2. Update: If the Tester, selects a unit in Cbt Team X and hits "C" - resume route, that particular unit obeys the scripting, at least until the next waypoint.
  3. Outcome: 3rd run: Control Cbt Team X only - Cbt Team X stops part way.
  4. 3rd run (underway now): They will select Ownership of Cbt Team X but just observe the scripting. That is they "own" the units via the Trigger, but they will issue no commands.
  5. Initial update: I've asked someone else to run this as a "tester". That person is running it as an "Offline Session" to confirm a player's experience (No Mission Editor, No accelerated time, Not a Network Session as a Host). Their outcomes to date: 1st run: Control Everything - Cbt Team X stops part way. 2nd run: Selected another Cbt Team (i.e. Cbt Team X scripted) -- Cbt Team X works as planned.
  6. I have a large scenario that to date has been running OK (some glitches to resolve). Until recently all the units have been player owned. I have yesterday started to make the ownership of some units "Player if ..." in order to break it down into bite sized pieces, so the player can play just part if they want and the rest will run on scripts. These "Player if ..." statements are Trigger based. e.g. A Trigger is "Player controls Combat Team X" If that Trigger is selected then the elements of Combat Team X are controlled by the player, while the others are scripted (AI controlled). Most units have at most three Triggers (Player controls everything, Player controls Cbt Team X, Player controls Y Platoon within Cbt Team X) with "OR" conditions. The issue is that now, even if I select "Player controls everything" scripting that worked fine previously is now going off the rails. Units not moving forward from battle positions, even if the "embark if ..." statement is satisfied. Units moving forward (or back) off routes (there is no square displayed showing the formation, etc.) so the subsequent routes are not used. ... I'm assuming this ownership choice should make no difference, esp. if I select "all" but just seeking confirmation that this is not a known issue, before I audit all 1500+ waypoints to try and find out what has gone wrong.
  7. I'd be happy to but would need to ask for no streaming / recording or isolating it so my voice isn't heard. The German speakers would have to put up with an Australian accent and English. I also appreciate that this would limit your marketing approach, so I understand.
  8. There are two steps to building a map. 1. Importing the underlying terrain using the relevant data set. This gives you the undulations (hills, valleys, etc.). 2. Adding features to that terrain (vegetation, waterways, roads, buildings, etc.). You can use the Map Editor to make adjustments to the underlying terrain (level the roads, level the ground near a building so it doesn't seem buried, etc.). I'm almost certain that adding or removing an entire hill is not possible within the Map Editor. You need to use some type if GIS editor prior to the importation process.
  9. That's fine and all I was after (as per the first line of this post). Now that I know, if the vehicles wander further than 200m, due to a crest or some other terrain feature, I know where to look.
  10. I'll see if I can find an earlier version from back on Monday.
  11. Daylight Saving now in effect and AS time zones have fractured. By now most readers will already know who BG ANZAC is, so I'll put the information relevant to this week in first, then background, etc. If you are new to the Forum, feel free to read the entire post. IMPORTANT: As a serving Officer, I am not allowed to make "public comment" about topics without clearance. This is why my signature block says what it says to cover written comment. Recorded audio on YouTube = "Public Comment", especially if I were to express a personal opinion (without knowing someone was recording). In addition recording people's voices in Australia is illegal without their permission or a Warrant. If you want to record a session, ASK! We maybe about fit you in (I maybe able to play the OPFOR, etc.). If you don't ask: a. Expect me to ask you to remove the YouTube (or other media). b. Don't be too surprised if you aren't welcomed back. BLUF (Bottom Line Up Front): Your Local time: Click on this link for Local time in your part of the world Count down: Time remaining until Meeting start Mission will start promptly at 0830 GMT. If you want a pre game "chat" then by all means come on line at say 0800 GMT, but so that the Kiwi's aren't after Midnight, the Mission will commence promptly at 0830 GMT. Agenda: Based on the recent sustained good attendance, we are embarking on a more structured approach (only sustainable if the attendance is maintained). Planned Agenda: 1st meeting: Teach / Discuss a topic (Attack, Defence, Convoy Escort, Reserve Demolition, OPs, ...) using a scenario / map as the basis for discussion. As to what we cover, that will be will be determined by the response to the related email "newsletter" for this Wednesday sent to regular attendees. 2nd meeting: First volunteer develops a plan for the tactical problem and we see how they go. There will be a brief debrief at the end looking at strengths / weaknesses of their solution, which the person COing the next week is free to incorporate into their solution. 3rd meeting: We play the same scenario with a different CO (each able to improve / adjust their plan based on their predecessor). 4th meeting: We play the same scenario with a different CO (each able to improve / adjust their plan based on their predecessor). 5th meeting (if there is one in a given month): Q & A - You need to supply the questions or a "player's choice" determined by responses here / to email. As always, visitors (apart from one individual) / first timers / spectators are welcome. Current Standard: 4.363 Refer here: Please use the new Calendar RSVP function or post here to facilitate planning. Background: Who is BG ANZAC? https://www.bganzac.org Described here: http://www.steelbeasts.com/sbforums/showthread.php?t=21753 A couple of examples of the BattleGroup at work: Multi Player session: Training session: Timings: Thursday evenings, Australian East Coast time. Daylight Saving has started and the number of time zones has increased. Next meeting: 0830 GMT on Thursday, January 26th. 0830 in London (GMT / Zulu) 1630 in Perth 1800 in Darwin 1900 in Adelaide 1830 in Brisbane 1930 in Sydney, Melbourne, Canberra 2130 NZST in Auckland In game chat / Communications: You'll need access to "Teamspeak" to communicate with us. The Teamspeak software is available here: Download Teamspeak client software How to connect and use it is detailed here: Steel Beasts Wiki Entry - Starter Pack Remote Access / Screen Sharing / Whiteboard Sessions: We continue the use of TeamViewer so people without the Steel Beasts software can connect and see and hear what we see and hear (looking over our shoulder if you like). Team Viewer available here This maybe a suitable vehicle for people to see what the software is all about (you can even use it on a Mac), without having to invest in even a short time limited copy. Anyway we'll see how it goes. So if you are interested, visit our web site https://www.bganzac.org and sign up.
  12. I've worked around it and moved on. What seems to work: 1. Only one BP per unit (in the picture above 4D and 2D used the same BP). 2. Brought the BP for the Mech well back (150m or so from the crest), gave them "Stay" and ensured the focus point was not filled in. Thankfully I didn't need to resort to the damage engine / repair engine if ... combination to get them to actually not move.
  13. Yes its missing the waypoint because you wanted it trimmed. I pointed this out in the other post that provided the reduced, targeted, scenario. Where I said: "Some of the conditional routes may no longer work because I've deleted a bunch of units waypoints, regions, etc."
  14. Beaten to the response (no issues there) but here is a test scenario: 230124 Centauro.sce On the left is the variant with troops and less ammunition, on the right the one with no troops. Both need you to press V before you hear the reload sound effect and you can fire again.
  15. I don't use it much, but I think you need to reload between rounds? Try hitting the "v" key after each shot.
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