Script modding exemple: vehicles in melee

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Galdred
Master Sergeant - Bf 109E
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Script modding exemple: vehicles in melee

Post by Galdred » Sat Jan 28, 2017 4:10 pm

Here is how to change the scripts to make vehicles not stuck in melee anymore, that should help those unfamiliar with the engine to make other changes to the scripts:

First, create a new campaign by cloning an existing one (aka select the option to copy an existing campaign when you create a new one) in the editor.
Then, create the following folders in the new campaign folder (it should be in my documents/SanctusReach):

MyDocs/SanctusReach/MyCampaig/Data
MyDocs/SanctusReach/MyCampaig/Data/Scripts
MyDocs/SanctusReach/MyCampaig/Data/Battle/Scripts
copy Move.BSF(from your SanctusReach main folder: SteamApps/Common/Warhammer40000SanctusReach/Data/Battle/Scripts/Move.BSF to MyDocs/SanctusReach/MyCampaign/Data/Battle/Scripts

copy Functions.BSF(from your SanctusReach main folder: SteamApps/Common/Warhammer40000SanctusReach/Scripts/Functions.BSF to MyDocs/SanctusReach/MyCampaign/Data/Battle/Scripts

In your copy of
Move.BSF:

in
FUNCTION CHECK_ALL_MOVE(me, tilex, tiley, force)
replace if (IsMeleeEnemyAdjacent2(me) > 0)
with
if (IsMeleeEnemyAdjacent2(me) > 0 && GetAttrib(me, "IsVehicle") == 0)


and in
Functions.BSF
FUNCTION CheckMovePossible ( me, x, y, retreating, showRoute, ignoreUnseen )
replace :
if (IsMeleeEnemyAdjacentToTile(me, GetCheckRouteX(r-1), GetCheckRouteY(r-1)) > 0 )
with
if (IsMeleeEnemyAdjacentToTile(me, GetCheckRouteX(r-1), GetCheckRouteY(r-1)) > 0 && GetAttrib(me, "IsVehicle") == 0)

To enable the new files, copy SteamApps/Common/Warhammer40000SanctusReach/Scripts/$DEFAULT.BSF to MyDocs/SanctusReach/MyCampaign/Data/Battle/Scripts

Unless I forgot something, it should work.
Note that vehicles will also ignore walkers ZoC when moving.

GovRorschach
Lance Corporal - Panzer IA
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Re: Script modding exemple: vehicles in melee

Post by GovRorschach » Mon Jan 30, 2017 1:30 pm

Hello !

Thanks for such a precise definition of where to modify files and functions !

I have a question. If I play this campaign in multi, will my game partner have to
- change these files also (I send him the campaign folder) ?
- just join and the server upload my files so he directly gets them in his game folder ?
- nothing is download by my game partner client and the server manages the rules of the campaign regarding my files only ?

Thanks !

pipfromslitherine
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Re: Script modding exemple: vehicles in melee

Post by pipfromslitherine » Mon Jan 30, 2017 4:17 pm

Because the mods can get so large (if you have custom gfx or sfx) we require people to have the mods installed before starting a game. You just need to zip the mod folder and send it to your opponent.

Cheers

Pip
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Mophead
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Re: Script modding exemple: vehicles in melee

Post by Mophead » Mon Feb 06, 2017 4:51 pm

pipfromslitherine wrote:You just need to zip the mod folder and send it to your opponent.
That makes sense. Can you have more than one match setup at a time with a modded multiplayer folder and contents? Could I have one map and two concurrent opponents on two versions of that map?

Editing a Multiplayer folder can mess up an active match using that folder.

pipfromslitherine
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Re: Script modding exemple: vehicles in melee

Post by pipfromslitherine » Mon Feb 06, 2017 5:32 pm

You are correct that editing a mod after you put it live is not a great idea. You can definitely have >1 folder version of a mod, I would just change the strings (in TEXT1.TXT) to make it simpler to know what version you are trying to play.

Cheers

Pip
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