Search found 85 matches

by makigono1
Tue Sep 10, 2019 8:45 am
Forum: Battle Academy 2: Modders Corner
Topic: Question: Does anyone know where GetUnitLOS() lives?
Replies: 4
Views: 232

Re: Question: Does anyone know where GetUnitLOS() lives?

Yes, thanks, but where is that function located in the code? Is it stored in a BSF file, or is it buried in the code and inaccessible? Just curious.
by makigono1
Tue Sep 10, 2019 6:22 am
Forum: Battle Academy 2: Modders Corner
Topic: Question: Does anyone know where GetUnitLOS() lives?
Replies: 4
Views: 232

Question: Does anyone know where GetUnitLOS() lives?

Hi Folks, got a question. Does anyone know where the function GetUnitLOS() is located?
by makigono1
Fri Sep 06, 2019 6:23 am
Forum: Battle Academy 2: Scenario Design
Topic: LOS test tool in Scenario Editor
Replies: 2
Views: 246

Re: LOS test tool in Scenario Editor

Thanks very much! That will work just fine for me. I should have thought of that. Thanks again.
by makigono1
Thu Aug 29, 2019 11:54 pm
Forum: Battle Academy 2: Scenario Design
Topic: LOS test tool in Scenario Editor
Replies: 2
Views: 246

LOS test tool in Scenario Editor

Hi Folks,
Pardon my ignorance here, but is there a tool that I've simply missed that would allow me to test LOS between selected spaces on the map from within the editor, rather than exiting and playing the scenario?
by makigono1
Sun Aug 11, 2019 6:43 pm
Forum: Order of Battle : World War II - Tech Support
Topic: Current Bugs - Version 8.1.0
Replies: 65
Views: 1630

Re: Current Bugs - Version 8.1.0

Sadly, Turn Start won't do. It has to be Move Event, for my purposes. Besides, a graphical issue is a graphical issue. I didn't say it was a terribly important one, of course. But thanks for the suggestion. Apologies if this is a known issue, however, I searched for the rather obvious title of 'repo...
by makigono1
Sat Aug 10, 2019 7:10 am
Forum: Order of Battle : World War II - Tech Support
Topic: Current Bugs - Version 8.1.0
Replies: 65
Views: 1630

Re: Current Bugs - Version 8.1.0

Apologies if this is a known issue, however, I searched for the rather obvious title of 'reposition units' and found nothing. Setup: Game has 3d World enabled. In the scenario editor, with several friendly units placed on the map. 1.) Create a trigger set to: Movement Event>Unit Near Hex (select tar...
by makigono1
Fri Aug 09, 2019 3:25 am
Forum: Order of Battle Series
Topic: Order of Battle updated to v8.1.0!
Replies: 21
Views: 1797

Re: Order of Battle updated to v8.1.0!

Ugh. They STILL haven't fixed the rivers problems or the roads. :roll:
by makigono1
Thu Aug 08, 2019 9:17 pm
Forum: Order of Battle Series
Topic: Order of Battle: Red Star OUT NOW
Replies: 18
Views: 1239

Re: Order of Battle: Red Star OUT NOW

Update: Ah, now I see it. I shouldn't have bothered reading the instructions in the email and instead relied on you! Thank you for posting all those links. Hmm, so Mac is up to spout again, I see. :cry: The installation instructions for Mac say to download the dmg from http://ftp.matrixgames.com/pub...
by makigono1
Thu Aug 08, 2019 6:21 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: Adjacent Hex Movement
Replies: 4
Views: 159

Re: Adjacent Hex Movement

Indeed, I totally agree with your point. That's why I was trying to 'cheat' so to speak. It appears (and your knowledge far exceeds mine in this matter) that the roads simply act to reduce the movement points cost to a unit entering that hex by a certain percentage, a percentage that can be tinkered...
by makigono1
Thu Aug 08, 2019 12:50 am
Forum: Order of Battle : World War II - Scenario Design
Topic: Adjacent Hex Movement
Replies: 4
Views: 159

Adjacent Hex Movement

It seems like units are allowed to move into adjacent hexes regardless of the MP cost to them. That is, if one edited chassis.csv so that the cost of a particular terrain type was greater than that a unit had, they would still be able to enter that hex if they began their turn adjacent to it. Is the...
by makigono1
Wed Aug 07, 2019 11:46 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: River Effects
Replies: 7
Views: 234

Re: River Effects

Of course, then the problem arises of pontoon bridges. Could the engineers build a pontoon bridge under those conditions that would allow the armor to cross? I'll have to try that out. The goal is to have a water obstacle that armor can only cross via bridges, but that infantry and engineers can cro...
by makigono1
Wed Aug 07, 2019 4:25 am
Forum: Order of Battle : World War II - Scenario Design
Topic: River Effects
Replies: 7
Views: 234

Re: River Effects

That's a good idea. Worth trying out. Thanks.
Shards wrote:
Tue Aug 06, 2019 10:18 pm
Could you use lakes and give all your infantry the"swimmer" ability that some of the assault vehicles currently have?
by makigono1
Mon Aug 05, 2019 7:35 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: River Effects
Replies: 7
Views: 234

Re: River Effects

Thanks very much. Then I'll need to attack the problem in another way. This is very helpful.
by makigono1
Mon Aug 05, 2019 6:27 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: River Effects
Replies: 7
Views: 234

Re: River Effects

Thanks. I mean, through experimentation, I've seen what the effects are, but what I was wondering is what files deal with those effects? I mean, I can look about in Resources and see all kinds of terrain types and their effects listed, but have not found the rivers.
by makigono1
Mon Aug 05, 2019 3:18 pm
Forum: Order of Battle : World War II - Scenario Design
Topic: River Effects
Replies: 7
Views: 234

River Effects

Hi Folks, I'm returning to this game after a year or so away, and am already up against my ignorance barrier, i'm afraid. Can ome kind soul please point me at the files that govern the effects of rivers? I've been going through the various txt and csv files that deal with all the chassis types, and ...
by makigono1
Mon May 01, 2017 5:59 pm
Forum: Battle Academy 2 – Eastern Front
Topic: Elevation and LOS Obstacles
Replies: 5
Views: 1599

Re: Elevation and LOS Obstacles

Thank you! That's awesome. Oh man, there goes all my free time. BA2 is going to pull me back in again...
pipfromslitherine wrote:It is controlled by the HEIGHTSTEP tweak in config/system.txt (or you can put it into USER.TXT which is probably simpler).

Cheers

Pip
by makigono1
Sat Apr 29, 2017 8:32 pm
Forum: Battle Academy 2 – Eastern Front
Topic: Elevation and LOS Obstacles
Replies: 5
Views: 1599

Re: Elevation and LOS Obstacles

Well, okay, I figured out how to increase LOS distance based on elevation, which is something. I wonder though, is there a way (purely from an artistic/display standpoint) to make the hills appear less tall?
by makigono1
Sat Apr 29, 2017 3:50 pm
Forum: Battle Academy 2 – Eastern Front
Topic: Elevation and LOS Obstacles
Replies: 5
Views: 1599

Re: Elevation and LOS Obstacles

So, high ground is then purely cosmetic in the game?
by makigono1
Sat Apr 29, 2017 9:06 am
Forum: Battle Academy 2 – Eastern Front
Topic: Elevation and LOS Obstacles
Replies: 5
Views: 1599

Elevation and LOS Obstacles

Hi Folks, Back after a long hiatus from gaming, and of course have jumped in to BA2 again. Got a question: has anyone solved the issue of LOS obstructions to units on high ground? If I'm on a hilltop, trees should not obstruct anything but the space directly behind them, not the entire LOS along the...

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