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I want more camps to join,For example, the German army and the Russian army
Biggles2, send me a friend request if you want to access to some of my experimental stuff. It's possible to post mods on the workshop so friends only can see them. I'd appreciate the feedback.
I got some interesting stuff going on.
Mines etc.... The current ammo crates that get dropped don't let you add stuff inside them. In fact there are no real box's in CTA as yet. But, while building my A-maze mission I ported a box from AS2. I do intend to make a suuply drop box for the sorts of things you've described. It just won't have an auto ammo resupply. But that's ok. It would only be for those special goodies anyway.
Everything I've released for CTA so far has been experimental. I've been reworking theenemy mortar script in another experimental peice. I've just added it to this.
The new version looks to see if the unit the mortar is targeting can be currently seen by an enemy not just "discovered". Make the mortar a little less pesistent, and more harrasing when you poke your head out.
As for the mortar marks on the roof. What's happening is, whan a mortar hits, it spawns a "stamp" with a "cut" entity. Being that it hits the roof, which is not terrain. It only spawns the visual "stamp". I don't think the entity manager see this an entity to clean up after a certain time passes like other entities that become destroyed or dead etc.
The game is heavy on AT dudes. I prefer to play infantry most of the game and only buy vehicles/armor miserably. Thanks to a previous hint I can now para 5 tankmen, this is very helpful.. not how do I do similar for the AT guys?
Cheers
The mortar hits on top of buildings are persistant, never going away. So when I am in one of the enemies tank ramps it gets a lot of attention from enemy waves. The ceiling disappears but the dozens of mortar landing textures obscure everything making infantry management difficult. I don't even remember mortaring it so I am assuming they are mortar hits from my side.
Thanks
I weirdly continue on after the "win" condition to try and take different buildings in different ways and directions. Its certainly getting me to know the value of the weapons. Love the shotguns now.
Soooooo. The start of the game (ATTACK is all I play) is establishing territory/choke points. And working out how to neutralise the enemy mortars. Then all of a sudden the game "ends" .. bugg_r that : ) ... After beating the bad guys way back to a couple of buildings after-end game is pretty well continuous waves of bad guys and vehicles.
I would request some mines .. be in the ammo resupplies or sappers etc ... both even better. I like playing long drawn out stuff because I am very boring.
If you have the time, no biggie
Cheers Mate ..
Problem solved. A quick edit and it should be all good again. It's no drama. The game is in developement and the devs are doing a great job with all the little things that go unoticed by most. I've uploaded the updated files.
Let me know if any other issues arrise.
Thanks again for bringing that to my attention.
Might be something to do with recent update. I'll check it out. Thanks.
My "adjustments" in the mission_0_include file were not working, then not in the altogether.mi .. I should have started at the 0.mi I suppose ... found.
Cheers
But too late for play ..
Cheers and thanks for fixing.
I'll keep playing, nothing is meant to be easy lol.
Same .. still no environment/sky etc.
Totally deleted my entire 302670 folder this time. Not like there are a lot of mods for CtA yet :)
Just fired the game up again and the same ..
Still no environment.
I am stuck now .. any secret directories I don't know about I need to zap?
by windows I meant openings in the buildings where tanks sit at a distance ..
I'll have to get to it later
Somehow I updated and uploaded it without an environment. My fault. Fixed it and updated it just now.
Windows I'm pretty sure reflect the sky, so with no environment they would look like that.
I'm the dummy this time, lol
Cheers buddy.
If so I have a bug .. if not I am a dummy and will wait .. understand they are about to "release" the game soon and people are waiting on that before doing any modding or updating I think .. sounds reasonable anyway.
PS .. i cannot remember if i edited the mod file to cover version creep or I deleted the entire mod and started again?
Currently I can only see so far and then it is like a black wall with no texture. Looking into windows the same .. can see the enemy vehicle but nothing around it. No fog of war selected etc, reboots and making sure your original files used.
Cheers .. war and peace out : )
Instead, my in-mission difficulty effects enemy numbers and a few other things.
Basically you could play on, game difficulty hard, and have fewer enemy by selecting easy in mission. Or you team up with a buddy and select easy game difficulty and choose hard in mission to have extra enemy.
Defence is scripted so the enemy will advance and move onto your end of the map. The fact that you we're overwhealmed the whole time sounds about right. A future plan might be to limit the player to their end of the map to set up a defence. Then when they press a "ready" reinforcement button, the map opens up and the enemy attack begins.
I think I've only allowed 3 mins at this point, before the assualt starts?
How is Defence scripted to run. What is the plan for it in your mind? I was overwhelmed the entire time but still "won".
Thanks again .... I hope the community takes up this game. like MoWAS2 is ...
minor confusion till I realised I needed to start a new game. Weirdly not starting a new game meant no tank paradrop at all and every other paradrop was 2 tankies lol.
All great, thanks again.
Just finished my 2nd runthru with Attack on Hard, with my little scripting cheats. Most goes pretty smoothly. Will have to see what defence does next time.
WAR scared me too much
ATTACK .. great
DEFENCE .. well I will see in the next day or two.
And until i read your convo below I wondered what the support butten did. Now I have half a clue :)
Thanks buddy, love your work.
Lets see if you can follow this...
To add more paratroopers to be dropped off....
In the mission_0_include.mi file....
Search for..... {"56"
This is for waypoint 56, which is the waypoint spawned for the helo to arrive at when you click your reinforcement pointer on the map.
scroll down and you will see the following.....
{"call"
{function "para_waypoint"}
}
{"delay"
{time 6}
}
.....for every para_waypoint function called, another tankman will be dropped. Don't forget to add the delay to space them out and prevent other issues.
Good luck.
Very complicated for my little brain.
Cheers
If your familiar with notepad++, I could tell you where to tweak the enemy kill value and a few other values you could experiment with. I've srcipted it in such a way that almost Everything is tweakable by adjusting values.