Guille's PzCorps Support Base - Multipurpose Icons and more.

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guille1434
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by guille1434 »

Two screenshots of the mod in action. I could not capture just the moment when the trooper fired his rifle... :shock:
Attachments
2017-10-21 14_59_12-Panzer Corps.png
2017-10-21 14_59_12-Panzer Corps.png (385.45 KiB) Viewed 4709 times
2017-10-21 15_00_43-Panzer Corps.png
2017-10-21 15_00_43-Panzer Corps.png (239.75 KiB) Viewed 4709 times
Yrfin
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by Yrfin »

Still dont understand your "sfx" acton ...
Explain more about your ideas.
When im died - I must be a killed.
guille1434
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by guille1434 »

Open the equipment.pzeqp and edit the values of the Opel Blitz row (look at the screenshots). Also open in excel the efx.pzdat and edit the Opel Blitz Row. Then copy the InfTruck.png and InfTruck2.png in the Animations game folder and the go to the Audio folder, then to the AttackSfx subfolder and copy the InfTruck.wav and InfTruck2.wav files.
Attachments
2017-10-21 15_45_06-Microsoft Excel - efx.pzdat.png
2017-10-21 15_45_06-Microsoft Excel - efx.pzdat.png (14.46 KiB) Viewed 4699 times
2017-10-21 15_48_54-Microsoft Excel - equipment.pzeqp.png
2017-10-21 15_48_54-Microsoft Excel - equipment.pzeqp.png (11.79 KiB) Viewed 4699 times
Yrfin
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by Yrfin »

Im not expert in editng .sfx file ... But
I can't understand your ideas about Opel Truck :(tt
Why do you make Opel Truck passive Damage [ - 1] ?

What Mod do you play wih it ?
When im died - I must be a killed.
guille1434
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by guille1434 »

-1 Soft attack: The troops on the truck will only fire if attacked, you cannot go attacking enemy units with a truck. I edited and added the files as I explained, and I can play it in the vanilla campaigns and also in all the DLC campaigns. I use a custom equipment file based in the one edited by Nikivdd, with some (for now) little additions and tweaks. But basically you can add this "mod" to any other mod you like.
asuser
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by asuser »

Nice idea, Guille! :D

If I understand it right, we need still the basic icon of the truck for "load-drive" mode within eqp-file and the new "backfire" icon for the "defence" mode only within the sfx-file.

Is there a difference between setting SoftAttack - 1 and SoftAttack [1]? The brackets sets also a passive style...
Yrfin
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by Yrfin »

guille1434 wrote:-1 Soft attack: The troops on the truck will only fire if attacked, you cannot go attacking enemy units with a truck. I edited and added the files as I explained, and I can play it in the vanilla campaigns and also in all the DLC campaigns. I use a custom equipment file based in the one edited by Nikivdd, with some (for now) little additions and tweaks. But basically you can add this "mod" to any other mod you like.
I think your idea about "back-fire" are good for armored half-track (Hard Target). I mean SdKfz 250/251 . But for ordinary Track (Soft target)- im disagreed.
When im died - I must be a killed.
guille1434
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by guille1434 »

Hello Asuser: No... The soldier figures which are firing in self defense form part of the animation file (just like the rifle flashes ---> see the files attached in the original thread), not the icon graphic file... So, you always use the regular icon (there is no "backfire icon"). And the firing soldiers will only appear when the truck unit is attacked (just in the same way when a regular infantry unit show muzzle flashes only when attacked, not all the time).
I don't know the difference about setting the Soft Attack Value in -1 or [1], if there is any...
asuser
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by asuser »

Ahhh, ok. Now it's clear. Many thanks!
Razz1
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by Razz1 »

I updated passive fire for some trucks along time ago in the TRL mod. works good.
guille1434
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by guille1434 »

Razz: Ok, now you can use this new animation file for your mod... :-)
uzbek2012
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by uzbek2012 »

Razz1 wrote:I updated passive fire for some trucks along time ago in the TRL mod. works good.
I guess now it will be convenient to delay the infantry if she was sitting in the truck )
Image
Yrfin
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by Yrfin »

uzbek2012 wrote:
Razz1 wrote:I updated passive fire for some trucks along time ago in the TRL mod. works good.
I guess now it will be convenient to delay the infantry if she was sitting in the truck )
Lol. And passive fire for submarine crew !
When im died - I must be a killed.
maguro
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by maguro »

guille, Love your opel mod idea! I`ll try it out when I get a chance.
guille1434
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by guille1434 »

Thanks for your nice words, Maguro! Please, do try it... It worked ok in my game, and besides, it bring me fond memories of good old Panzer General... :-)
guille1434
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by guille1434 »

A departure from the current matters... But may be a useful icon: a modified Bismarck battleship icon... It is the original Bebro icon, but with some improvements in the hull outline and camouflage, the swastikas painted on deck which could be seen on some icons over there (I think this was not Bebro's) are gone, and added the bow and stern wave foam...

Enjoy!
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Ger_BB_Bismarck.png
Ger_BB_Bismarck.png (22.23 KiB) Viewed 4323 times
guille1434
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by guille1434 »

Hello to all:

I would like to ask for some help... I just decided to start tweaking and adding move types to my PzCorps game. I made a backup copy of the vanilla movement.pzdat file and just tried to add a new movement type in that file, besides, I edited some of the values for the wheeled move type. Also, added a new small graphic file named with the corresponding number in the UI\movement folder and changed some units move type number in the equipment file. The problem is that when I start the game, I can only reach the screen where you set the game difficulty, and then, when hitting the "PLAY" button, nothing happens. The game seems to get stuck in that screen (it did not freeze, because the music kept playing). If I delete the modded file and replace it with the original backup copy, the game starts normally.

Can some more experienced modder tall me what am I doing wrong, or if it is necessary to adjust any other thing to make the game run normally?
I attach the modded movement.pzdat file and the graphic icon...

Thanks in advance!!
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14.png
14.png (554 Bytes) Viewed 4220 times
movement.rar
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Intenso82
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by Intenso82 »

guille1434 wrote: I would like to ask for some help..
Did you just add the 14th mov. type to the movement file?
As far as I remember you still need to add this IDS to the strings.pzdat file.
IDS_MOVT_WHEELED_4x4 Wheel-4x4

Try it.
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guille1434
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by guille1434 »

Hi Intenso, thanks for your advice, I know it's correct because I saw all the other move types labels in the strigs file, so this new one has to stay there also... I did what you said, but same result, the game would not initiate... There is something else missing, it seems... :-(
dalfrede
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Re: Guille's PzCorps Support Base - Multipurpose Icons and m

Post by dalfrede »

guille

Third line:

"# So, the order of entries in the list is very important."

Delete the " . The # makes the line a comment, the " confuses the program.
There comes a time on every project when it is time to shoot the engineer and ship the damn thing.
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