Scenario Design - General Questions
Re: Scenario Design - General Questions
Moving right along.......whats the difference between a "road march" and "use roads"? And why is "immortal"
used?
thanks,
the reb
used?
thanks,
the reb
- RebBugler
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Re: Scenario Design - General Questions
Aroadmarch works best for brigade and larger road movements, useroads is for single units. Immortal is used to insure that scripting of officers is carried out, if they die the scripting dies too. Also helps the AI in that replacement officers are inferior and they frequently draw their troops away from the battle when they spawn.Moving right along.......whats the difference between a "road march" and "use roads"? And why is "immortal"
used?
thanks,
the reb
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Re: Scenario Design - General Questions
This error showed up in my latest scenario, any guidance appreciated.
thanks....Basically, the game just shutdown right after loading.
17:04:29 Loading Map (Bigwhisky)
17:04:29 PR: (ERROR) Level not found
thanks....Basically, the game just shutdown right after loading.
17:04:29 Loading Map (Bigwhisky)
17:04:29 PR: (ERROR) Level not found
- RebBugler
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Re: Scenario Design - General Questions
Pretty sure that's a 'can't find the map' error. In this case the Big Whiskey map.
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Re: Scenario Design - General Questions
The error was right in front of me.....
thanks
thanks
Re: Scenario Design - General Questions
New question....I've been somewhat successful in writing scripts and learning the use of the commands. Now how I prepare the script may be redundant in ways but it works for me.
My question is ....(and I have my reasons) do the command times in Column A have to be in sequential order? Meaning would the following work?
10:30:00
10:30:00
10:31:00
10:32:00
10:30:00
10:31:00
10:32:00
and so on....
thanks,
reb
My question is ....(and I have my reasons) do the command times in Column A have to be in sequential order? Meaning would the following work?
10:30:00
10:30:00
10:31:00
10:32:00
10:30:00
10:31:00
10:32:00
and so on....
thanks,
reb
- RebBugler
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Re: Scenario Design - General Questions
Never tried that, but since time delay works out of sequence, I'm guessing event times will do the same.
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Re: Scenario Design - General Questions
Ok thanks....Thought you guys might know....I'll try it and let you know. I like working with individual corps from battle start to battle finish. In script design, it makes it easier to see what each corp is doing in relationship to any other corp on any side?
thanks,
reb
thanks,
reb
Last edited by the reb on Wed Dec 14, 2016 11:52 pm, edited 1 time in total.
Reason: typo
Reason: typo
Re: Scenario Design - General Questions
Two things....
1) The screen effects (day to night) does not change even though script is doing what it's being told as indicated in the information block? I'm using the following script:
10:00:00 loadscreen:Advisor:NIGHTFALL BEGINS
10:00:00 sunset
10:00:00 weather:21
10:00:00 weather:8 120
10:00:00 weather:5 200
10:00:00 weather:16 250
10:00:00 weather:15 300
10:00:00 weather:14 350
10:00:00 weather:13 400
10:00:00 weather:9 540
10:10:00 endscenario
2) Is 1000 yards the max visibility? Just wondering because field glass could see much further.
As always,
thanks
1) The screen effects (day to night) does not change even though script is doing what it's being told as indicated in the information block? I'm using the following script:
10:00:00 loadscreen:Advisor:NIGHTFALL BEGINS
10:00:00 sunset
10:00:00 weather:21
10:00:00 weather:8 120
10:00:00 weather:5 200
10:00:00 weather:16 250
10:00:00 weather:15 300
10:00:00 weather:14 350
10:00:00 weather:13 400
10:00:00 weather:9 540
10:10:00 endscenario
2) Is 1000 yards the max visibility? Just wondering because field glass could see much further.
As always,
thanks
- RebBugler
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Re: Scenario Design - General Questions
1) sunset criteria lines must be in the scenario.ini file, check that they look like this:
[Sunset]
FogNear=0
FogFar=10000
FogColor=0
Length=10
SkyAlpha=0
2) longer LOS results in performance hit, big time
[Sunset]
FogNear=0
FogFar=10000
FogColor=0
Length=10
SkyAlpha=0
2) longer LOS results in performance hit, big time
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