Hedgehog of Piepsk v1.0 ready

This forum is intended for questions on scenario and campaign design, including the random scenario and campaign systems. This is also the location to upload and post your latest new scenarios and campaigns.
Mraah
Posts: 1085
Joined: Wed Feb 20, 2008 6:11 am

RE: Hedgehog of Piepsk v1.0 ready

Post by Mraah »

ORIGINAL: Rick
Second orders phase both truck and Sdk 250 along with tanks are still inside wall. about third of way through the "simulating turn" process the game freezes.

Repeated about couple of times sometimes freeze happens first simulating orders.

Rick,

Ok ... you can see how vehicles don't behave properly with "hasheight". I hate to say this but I'm glad it froze on you ...[:(].

Remember, to make this work (not lock up) you need to encircle the wall with a contiguous line of "tank obstacle" color to prevent them from moving into the wall.

It's ashame it doesn't work for vehicle's but looks like we'll have to work around the wall (literally) when it comes to vehicles.

Rob

EDIT NOTE : I feel that the "physics" model for vehicles may be a major factor. Infantry behave properly so their physics might be different... I dunno.

So, start by repainting the map around the walls with tank obstacle ... my tests show this prevents the lockups.
rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

RE: Hedgehog of Piepsk v1.0 ready

Post by rickier65 »

ORIGINAL: Mraah

Ok ... you can see how vehicles don't behave properly with "hasheight". I hate to say this but I'm glad it froze on you ...[:(].

Remember, to make this work (not lock up) you need to encircle the wall with a contiguous line of "tank obstacle" color to prevent them from moving into the wall.

It's ashame it doesn't work for vehicle's but looks like we'll have to work around the wall (literally) when it comes to vehicles.

Rob

EDIT NOTE : I feel that the "physics" model for vehicles may be a major factor. Infantry behave properly so their physics might be different... I dunno.

So, start by repainting the map around the walls with tank obstacle ... my tests show this prevents the lockups.


Well

You may be right, but I had lots of runs before my last "makeover" and they all worked. Now I've had them consistently fail 3 time in a row. I"m going to restore an old point, then slowly bring the revised wall models in. Maybe I'll try the tank obstacle first to see what happens).

I'm going to check my terrain - object placement to make sure it's set correctly.
And if need be I can turn the hasheight off.


Slow it goes.

Thanks!
Rick
rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

RE: Hedgehog of Piepsk v1.0 ready

Post by rickier65 »

Rob,

I posted some info in the support area. But basicly I was able to consitently reproduce the error with HasHeight.

So I'm now back to the 1 meter walls, all alligned as well as I could. This entailed adjusting both pitch and y value for walls that had joints. - to account for uneven ground.

The walls look right now. Leaving the terrain coded for walls, but the has height set to false, keeps the correct performance for walls. Infantry crosses, Tanks cross, but light vehicles/afv's do not. That's what I want.

With HasHeight set to false. the infantry and tanks actually move through rather than over, but thats ok. The routing holds for human and AI.

I'm probably gone for couple of days now, but then back to work on the template.

Rick
rickier65
Posts: 14252
Joined: Thu Apr 20, 2000 8:00 am

RE: Hedgehog of Piepsk v1.0 ready

Post by rickier65 »


I've posted a revised version which contains only the scenario in the first post of this thread.. The scenario briefing has been modified to show that the Piepsk map and template mod is required.
The map included with the Piepsk map and template incorporates stonewalls (see separate thread).

Rick
Post Reply

Return to “Scenarios and Campaigns”