Search found 305 matches

by maguro
Sun Feb 18, 2024 1:36 am
Forum: Panzer Corps : Scenario Design
Topic: Problem updating from 1.31 to 1.32
Replies: 5
Views: 580

Re: Problem updating from 1.31 to 1.32

Thank you for your responses. I think I was able to work out the problem which seemed to be a simple fix. How did you update? Isn't it only about replacing the exe file? There are game & editor exe files and a folder with about 5 ui files. I replaced the ui files in game ui folder but had forgot...
by maguro
Sat Feb 17, 2024 12:58 am
Forum: Panzer Corps : Scenario Design
Topic: Problem updating from 1.31 to 1.32
Replies: 5
Views: 580

Problem updating from 1.31 to 1.32

Hi everyone, Just wondering if anyone has had this issue. I've stayed on v1.31 since it was working just fine, but recently tried updating to 1.32. I updated because I wanted the 256 ai zones that comes with v1.32. However, now my wip scenario doesn't run. Instead when it starts, there is just a bla...
by maguro
Sat Apr 01, 2023 4:48 am
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting construction & destruction of bridges

I was away from the forums for a while. Thanks for sharing, Terminator.

Too bad I never picked up the US Corps DLC. I'd like to have a look under the hood, and see if the scripting is similar to what we tried here.
by maguro
Sat Apr 01, 2023 4:44 am
Forum: Panzer Corps : Scenario Design
Topic: destroyed units
Replies: 8
Views: 1242

Re: destroyed units

I've thought about this as well, but I haven't come up with any ideas, nor do I know of any mods. If you want terrain tiles that show destroyed equipment throughout the scenario, that would doable. Somewhere on the forum, maybe Guille's thread, I saw some icons that would work for this idea. If you ...
by maguro
Wed Feb 01, 2023 12:04 am
Forum: Panzer Corps : Scenario Design
Topic: Birgeria's new PZC units
Replies: 1015
Views: 128659

Re: Birgeria's new PZC units

I haven't posted here, but I've been following. Nice work, Birgeria. I'm especially glad to the early 17 pdr. :)
by maguro
Mon Jan 30, 2023 5:18 am
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting construction & destruction of bridges

Just an FYI, I modified the subject title of this thread to better reflect the topic. Hope it doesn't confuse anyone :wink:
by maguro
Mon Jan 30, 2023 4:29 am
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

cw58, This is excellent work, and indeed you're saving us a lot of time. I, and I'm sure some others, have wanted to demystify I'll give this a try when I have some time and let you know it goes. I'd like to see how destroying a bridge goes using this same method. There I go, back to destroying. Jus...
by maguro
Mon Jan 30, 2023 1:27 am
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

I used a time condition as the trigger, but again, the trigger can be anything. On turn 2, the bridge is made. It looks and works as it should. In_game_bridged.png Before, it was a case of not knowing what I don't know. Now, if we know what to put for each road terrain value in the 3-hex line, then ...
by maguro
Mon Jan 30, 2023 1:22 am
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

Now, this is where detailed documentation would help us. I have no clue what the values should be for 1 hex let alone to connect 3 in a row, so I have used the exact same road direction/orientation as in fsx's example. I used the broken bridge tile as well as a visual since it is the best I have for...
by maguro
Mon Jan 30, 2023 1:16 am
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

Ok, so I have been able to get fsx's script to work on my scenario. I consider it a pretty big breakthrough (at least for me), because now I understand (I think) the basic mechanics of how scripting roads works :idea: I funny thing is, I actually knew how this worked a few years ago, but didn't purs...
by maguro
Mon Jan 30, 2023 1:06 am
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

Hi faos333, I agree, it is interesting, and there are a lot of possibilities. I am still working on it. If you or anyone else try some scripts out and find something that works (or does not work), it's certainly worth posting. The more knowledge the better as scripting seems to be not well documente...
by maguro
Sun Jan 29, 2023 3:24 pm
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

The script he made has 3 separate terrain feature actions within the script. I have absolutely no clue how that works. I feel like a remember that bit map mentioned in the thread, but I don't find it in my PzC materials. At least not yet.
by maguro
Sun Jan 29, 2023 3:19 pm
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

fsx posted a scenario on this thread showing some of the actions possible. Play as the allies and you will have a bridge made for you to cross. Maybe it can be "reverse engineered".
https://www.slitherine.com/forum/viewto ... 47&t=43040
by maguro
Sun Jan 29, 2023 1:55 pm
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

Here's an image for reference. You can see this an attempt that worked on hex 13,10.
Bridge_hex_action.png
Bridge_hex_action.png (528.63 KiB) Viewed 1246 times
by maguro
Sun Jan 29, 2023 1:41 pm
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

Hi Terminator, So far, adding a bridge is proving to be more challenging. The good news is I have added roads across a major river. The bad news is that the positioning is pretty much out of my control. For now, I am not worrying about the road tile, since others have already demonstrated that works...
by maguro
Sun Jan 29, 2023 8:33 am
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

I'll have a go at it and post the results when I have some time.
by maguro
Sun Jan 29, 2023 1:12 am
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

Another one just for variety.
by maguro
Sun Jan 29, 2023 12:50 am
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

Here is the symbol to destroy the bridge. This may be obvious, but when I am editing using gimp, I copy the entire image including all the blank area, and paste it to the icon I want it be used with. That way I always know it's positioned in the same place.
Destroy_bridge_icon.png
Destroy_bridge_icon.png (24.46 KiB) Viewed 1454 times
by maguro
Sun Jan 29, 2023 12:43 am
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

Here is the icon. It's modified from PHCAS's goliath icon, so credit goes to him. I just added the destroyed bridge symbol and some tweaks.
Demolition_pioniere.png
Demolition_pioniere.png (38.86 KiB) Viewed 1453 times
by maguro
Sat Jan 28, 2023 4:54 am
Forum: Panzer Corps : Scenario Design
Topic: Scripting construction & destruction of bridges
Replies: 40
Views: 3270

Re: Scripting destroyed bridges

Here is an update, picking up on where I was struggling previously. cw58, you're idea worked perfectly, and really makes perfect sense. By changing the demolition version to a recon unit, the original Bruckenpioniere unit no longer destroys the bridge. It's only destroyed when the switch is made to ...

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