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falcon4:campaign:bridges [2007-07-10 16:39]
snakeman
falcon4:campaign:bridges [2017-10-06 20:59] (current)
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 Bridges are very important part of the campaign objectives, if you destroy bridges between you and the enemy objectives, neither of your ground forces can advance to the objectives to capture them. This is good and a bad thing. Bridges are very important part of the campaign objectives, if you destroy bridges between you and the enemy objectives, neither of your ground forces can advance to the objectives to capture them. This is good and a bad thing.
 +
  
  
Line 12: Line 13:
 You need to use [[falcon4:​tools:​theatermaker|ObjectPlacer]] utility, first use **File -> Open L2 Terrain file** to load up your 2byte L2 file. You need to use [[falcon4:​tools:​theatermaker|ObjectPlacer]] utility, first use **File -> Open L2 Terrain file** to load up your 2byte L2 file.
  
-Now select **Action ​-> Place Bridges**. This brings up a dialog looking like this:+Now select **Actions ​-> Place Bridges**. This brings up a dialog looking like this:
  
-{{ http://tactical.nekromantix.com/images/wiki/​ObjectPlacer_Bridges1.jpg}}+{{ https://pmc.editing.wiki/​images/​ObjectPlacer_Bridges1.jpg}}
  
 The **Search Map Area** dialog X and Y coordinates when readin 1023 means its 64 segment theater, if you have 128 segment theater put there 2047. Usually you want to create bridges covering whole terrain so its in range of 0-1023 for 64 segment or 0-2047 for 128 segment theaters. The **Search Map Area** dialog X and Y coordinates when readin 1023 means its 64 segment theater, if you have 128 segment theater put there 2047. Usually you want to create bridges covering whole terrain so its in range of 0-1023 for 64 segment or 0-2047 for 128 segment theaters.
Line 28: Line 29:
 **Owner and Controller of Objects** is the team number who owns/​controls the objects created. Most likely you will change much of these in Tacedit so it might not matter much if you use the defaul US (team 1) or change it according to you preferred team(s). **Owner and Controller of Objects** is the team number who owns/​controls the objects created. Most likely you will change much of these in Tacedit so it might not matter much if you use the defaul US (team 1) or change it according to you preferred team(s).
  
-{{http://tactical.nekromantix.com/images/wiki/​ObjectPlacer_Bridges2.jpg }}+{{https://pmc.editing.wiki/​images/​ObjectPlacer_Bridges2.jpg }}
  
 When you have configured all the above options, you are ready to proceed. When you have configured all the above options, you are ready to proceed.
Line 37: Line 38:
  
 When you imported the objects, Tacedit just shows them as dots (red dots usually), this is normal and when you save and reload the campaign you will see the bridge icon displayed instead the dot. When you imported the objects, Tacedit just shows them as dots (red dots usually), this is normal and when you save and reload the campaign you will see the bridge icon displayed instead the dot.
 +
 +====== ObjectPlacer Script ======
 +
 +You need to configure the ObjectPlacer bridge script to succesfully place bridges. This means you need to give the program all the bridge tile offset numbers. The configuration file looks scary, //really// scary, but its doable with little thinking and careful editing.
 +
 +The file that controls bridge placement in ObjectPlacer is called **Object-BridgeScript.dat** file.
 +
 +Here is the huge ODS bridge script **Object-BridgeScript.dat** file:
 +
 +<​code>​
 +;
 +; OPERATION DESERT STORM BRIDGE SCRIPT!
 +;
 +; jun 30th, 2002. ODS 128. 6385 first bridge, 5916 bridges placed :)
 +; latest update Feb 16th, 2007.
 +
 +; these are the ODS settings, for ODS texture.bin
 +; updated February 16th, 2007.
 +;
 +; desert
 +1,   ​224, ​ 1, 1, S, N, -, -
 +1,   ​225, ​ 2, 1, W, E, -, -
 +; mountain light brown
 +1,   ​372, ​ 1, 1, S, N, -, -
 +1,   ​373, ​ 2, 1, W, E, -, -
 +; mountain dark brown
 +1,   ​272, ​ 1, 1, W, E, -, -
 +1,   ​273, ​ 2, 1, S, N, -, -
 +; irrigated
 +1,   ​913, ​ 1, 1, W, E, -, -
 +1,   ​912, ​ 2, 1, S, N, -, -
 +; grazing
 +1,   ​915, ​ 1, 1, W, E, -, -
 +1,   ​914, ​ 2, 1, S, N, -, -
 +; rough grazing
 +1,   ​917, ​ 1, 1, W, E, -, -
 +1,   ​916, ​ 2, 1, S, N, -, -
 +; arable
 +1,   ​1009, ​ 1, 1, W, E, -, -
 +1,   ​1008, ​ 2, 1, S, N, -, -
 +; green forest
 +1,   ​1313, ​ 1, 1, W, E, -, -
 +1,   ​1312, ​ 2, 1, S, N, -, -
 +
 +;=====> DataType=0 used to check for tile on other side of bridge
 +0,   21, 1, 2, E, W, -, -
 +0,   22, 1, 2, N, S, -, -
 +;
 +;​============================================================  ​
 +;  Bridge OCD ID# and Placement Info:
 +;​============================================================  ​
 +; Data   OCD ID#    Random ​  ​Tiles ​   Position ​ Position  ​
 +; Type               ​List ​  ​Spanned ​   Offset ​   Offset ​  
 +; (2)                ID#                 ​X ​        ​Y ​      
 +;​============================================================  ​
 +2, 1074,  1, 1, 0, 0
 +2, 2001,  1, 1, 0, 0
 +2, 2002,  1, 1, 0, 0
 +2, 2003,  1, 1, 0, 0
 +2, 1075,  2, 1, 0, 0
 +2, 2004,  2, 1, 0, 0
 +2, 2005,  2, 1, 0, 0
 +2, 2006,  2, 1, 0, 0
 +2, 1983,  3, 1, 0, 0
 +2, 1985,  3, 1, 0, 0
 +2, 1977,  4, 1, 0, 0
 +2, 1986,  4, 1, 0, 0
 +2, 1987,  4, 1, 0, 0
 +2, 1988,  4, 1, 0, 0 
 +2, 1071,  5, 1, 0, 0
 +2, 1989,  5, 1, 0, 0
 +2, 1990,  5, 1, 0, 0
 +2, 1991,  5, 1, 0, 0
 +2, 1073,  6, 1, 0, 0
 +2, 1992,  6, 1, 0, 0
 +2, 1993,  6, 1, 0, 0
 +2, 1994,  6, 1, 0, 0
 +2, 2008,  7, 1, 0, 0
 +2, 2007,  8, 1, 0, 0
 +2, 1054,  9, 1, 0, 0
 +2, 1996,  9, 1, 0, 0
 +2, 1997,  9, 1, 0, 0
 +2, 1055, 10, 1, 0, 0
 +2, 1998, 10, 1, 0, 0
 +2, 1999, 10, 1, 0, 0
 +2, 2000, 10, 1, 0, 0
 +2, 1136, 11, 2, 0, 0
 +2, 1145, 11, 2, 0, 0
 +2, 1146, 11, 2, 0, 0
 +2,  223, 11, 2, 0, 0
 +2, 1009, 11, 2, 0, 0
 +2,  229, 11, 2, 0, 0
 +2, 1008, 11, 2, 0, 0
 +2, 1139, 11, 2, 0, 1
 +2, 1197, 11, 2, 0, 1
 +2, 1198, 11, 2, 0, 1
 +2, 1214, 11, 2, 0, 1
 +2, 1215, 11, 2, 0, 1
 +2, 1216, 11, 2, 0, 1
 +2, 1137, 12, 2, 1, 0
 +2, 1121, 12, 2, 1, 0
 +2, 1127, 12, 2, 1, 0
 +2, 1128, 12, 2, 1, 0
 +2, 1129, 12, 2, 1, 0
 +2,  862, 12, 2, 1, 0
 +2, 1205, 12, 2, 1, 0
 +2, 1138, 12, 2, 0, 0
 +2, 1247, 12, 2, 0, 0
 +2, 1192, 12, 2, 0, 0
 +2, 1195, 12, 2, 0, 0
 +2, 1194, 12, 2, 0, 0
 +2, 1244, 13, 2, 0, 0
 +2, 1217, 13, 2, 0, 0
 +2, 1218, 13, 2, 0, 0
 +2, 1219, 13, 2, 0, 0
 +2, 1220, 13, 2, 0, 0
 +2, 1222, 13, 2, 0, 0
 +2, 1186, 13, 2, 0, 1
 +2, 1223, 13, 2, 0, 1
 +2, 1224, 13, 2, 0, 1
 +2, 1225, 13, 2, 0, 1
 +2, 1226, 13, 2, 0, 1
 +2, 1228, 13, 2, 0, 1
 +2, 1185, 14, 2, 0, 0 
 +2, 1248, 14, 2, 0, 0 
 +2, 1250, 14, 2, 0, 0 
 +2, 1249, 14, 2, 0, 0 
 +2, 1251, 14, 2, 0, 0 
 +2, 1252, 14, 2, 0, 0 
 +2, 1253, 14, 2, 0, 0 
 +2, 1245, 14, 2, 1, 0 
 +2, 1229, 14, 2, 1, 0 
 +2, 1230, 14, 2, 1, 0 
 +2, 1231, 14, 2, 1, 0 
 +2, 1232, 14, 2, 1, 0 
 +2, 1233, 14, 2, 1, 0
 +2, 1234, 14, 2, 1, 0
 +2, 1060, 15, 2, 0, 0 
 +2, 1278, 15, 2, 0, 0 
 +2, 1279, 15, 2, 0, 0 
 +2, 1280, 15, 2, 0, 0 
 +2, 1281, 15, 2, 0, 0 
 +2, 1173, 15, 2, 0, 1 
 +2, 1292, 15, 2, 0, 1 
 +2, 1293, 15, 2, 0, 1 
 +2, 1294, 15, 2, 0, 1 
 +2, 1295, 15, 2, 0, 1 
 +2, 1172, 16, 2, 0, 0  ​
 +2, 1287, 16, 2, 0, 0  ​
 +2, 1288, 16, 2, 0, 0 
 +2, 1289, 16, 2, 0, 0 
 +2, 1290, 16, 2, 0, 0 
 +2, 1291, 16, 2, 0, 0 
 +2, 1171, 16, 2, 1, 0 
 +2, 1282, 16, 2, 1, 0 
 +2, 1283, 16, 2, 1, 0 
 +2, 1284, 16, 2, 1, 0 
 +2, 1285, 16, 2, 1, 0 
 +2, 1978, 17, 2, 0, 0 
 +2, 1979, 18, 2, 0, 0
 +;
 +
 +;​============================================================  ​
 +;  Non-Road Bridge Tiles Rejection Criteria (Data Type = 3):  ​
 +;​============================================================  ​
 +;  Data   ​Number ​ Inclusive ​ Inclusive ​ Set 1  Set 1  ...  Set N Set N
 +;  Type     ​of ​       Min        Max     ​Min ​   Max ...   ​Min ​   Max
 +;  (3)     Sets
 +;​============================================================  ​
 +;3, 5, 20, 1729, 192, 194, 864, 865, 1212, 1217, 1098, 1099, 1728, 1729
 +;3, 1, 16, 435, 16, 435
 +3, 1, 208, 1815, 208, 1815
 +;
 +;
 +***END***
 +</​code>​
falcon4/campaign/bridges.1184085562.txt.gz ยท Last modified: 2007-07-10 16:39 by snakeman