Sneak Peeks, Coming Attractions, Works-In-Progress

The Campaign Series: Middle East 1948-1985 is a new turn-based, tactical wargame that focuses on conflicts in the Middle East.

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Jason Petho
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Campaign Series Vietnam: Music. As you know, we are a small team with a zero development budget. While having some classic 70's rock tunes would be ideal, that is out of our scope. Fortunately, we have been given permission to use authentic Vietnamese music by Dr. Phong Nguyen. These tracks are of a similar style that were included in Middle East, setting the mood yet not being overbearing. A huge thank you to Dr. Phong Nguyen for his brilliant works!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Campaign Series Vietnam: ALPHA graphics.

Spent some time this past long weekend to continue work on the III Corps master map. Since it was open, I figured I'd pull together some screenshots and paste them together for you. Here is the Iron Triangle area, northwest of Saigon. Operation Cedar Falls being one of the larger operations that happened in the area.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

I have been reading about the Ia Drang Campaign in preparation for scenario design. Did you know that 1st Brigade was operating in the Chu Pong Massif area for a full two weeks prior to 3rd Brigade showing up and having their "X-Ray" rumble?
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Campaign Series Vietnam: ALPHA Graphics: SCENARIO QUESTION: Posing a question with reference to this sentence from a previous post: "You will notice how large the rest of the map is (considering it is a couple battalion sized engagement) and you'll notice that a lot of the scenario maps are significantly larger than what you'd expect to find, in particular if you're coming from the World War 2 games."

How big is too big to include for the various airfields.

For example, the initial air operations supporting 1st Brigade in the Ia Drang were conducted out of Pleiku. That's a HUGE area to have for a map when only a small portion of it is where the action is.

What are your thoughts?

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Big Ivan
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Big Ivan »

Geez Jason the jump map is huge!

I see your point about the map size. How big is too big? That remains to be seen. The biggest map I've seen is Sinai
probably followed by Kelso on EFII and Chronicles in WF.

I think the ground operations would have to be a good size map around Ia Drang with some room to maneuver and the air coming from Pleiku
handled abstractly. I don't think most players want maps so large that they spend almost all of their time moving and
not fighting in a scenario. That can get boring for the players that like to get to the shooting and rat killing ASAP.

With the new lua event script the air will be easier to handle abstractly coming from off board. As for helos maybe a reserve HQ on board
for refuel and supply near Ia Drang. But say after a certain amount of turns and using the event script helos would have to be extracted.

Interesting problem for sure.[:)]
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Andrea G
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Andrea G »

I have already stated my point of view, having to spend time shuttling helos to and from their bases is a realistic bonus.
If someone gets bored can play doom instead [:D]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

Testing the visuals on a ultra wide 4K monitor, part CS Vietnam.

The brave French paras find themselves in a bit of a pickle, on scenario #6 covering the battles for Dien Bien Phu: Battle of Five Hills, 30 March 1954. Looks like a wave of pain is about to hit them...

Resized from 3440x1440 to 1600x670.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Andrea G »

Gee wish I have one of these monster monitors [:D]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

ORIGINAL: Andrea G

Gee wish I have one of these monster monitors [:D]
Got this older one with a nice discount as Samsung had just introduced new models [8D]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by benpark »

Thank you for adding high resolution monitor support.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Crossroads »

ORIGINAL: benpark

Thank you for adding high resolution monitor support.
You're quite welcome, benpark.

In principle this is something Microsoft is responsible for, and they have indeed been working with new-hi-resolution features since they started with Vista. This latest W10 added some new features, like the ability to not just tweak overall desktop scaling, but font size too.

Mostly what we as the dev team need to do is to keep up with the joneses, in this case to use the latest Visual Studio environment available to us, which we have done.

Also, testing testing testing.

As always, should you guys spot something odd, please report here so we become aware of any issues as well. There's so many HW/SW combos out there, it's quite a web, but so far so good!
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

Campaign Series Vietnam: ALPHA graphics: SCENARIO:

The Lure - Relief of Duc Co
August 9,1965

[Duc Co CIDG Camp, 55 km west of Pleiku, South Vietnam]: [H2H/SIDE A][HIS][CSL]: At the end of May and the beginning of the Viet Cong summer offensive in the Central Highlands found the R32 VC Infantry Regiment surrounding the CIDG Camp at Duc Co. The CIDG camp, with its lone M41 tank, held off attempts to overrun the isolated camp, although was constantly bombarded by VC mortars. The 3rd ARVN Parachute Battalion was parachuted in early August to help lift the siege. While they were able to prevent the camp from being overrun, the 3rd ARVN Parachute Battalion suffered too many casualties in the fighting to take the offensive. A relief column consisting of tanks, M113's, Marines and Rangers were formed in Pleiku to help finally break the siege. The relief Task Force was within sight of the camp when all hell broke loose and it was soon blatantly clear that the Duc Co CIDG Camp was merely the bait. The ferocity of the ambush forced the 3rd ARVN Parachute Battalion to head east to attempt to rescue the ambushed relief force. [ALL][CSEE, Variable Objectives][1.00]

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

As an FYI, while we can't include his name in the game, it was Norman Schwarzkopf (aka Stormin' Norman), a Major at the time, that was the U.S. Advisor for the parachute unit and is represented by the leader unit on the airfield.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Big Ivan »

ORIGINAL: Jason Petho

As an FYI, while we can't include his name in the game, it was Norman Schwarzkopf (aka Stormin' Norman), a Major at the time, that was the U.S. Advisor for the parachute unit and is represented by the leader unit on the airfield.

Interesting![8D]
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Oberst_Klink »

ORIGINAL: Big Ivan

ORIGINAL: Jason Petho

As an FYI, while we can't include his name in the game, it was Norman Schwarzkopf (aka Stormin' Norman), a Major at the time, that was the U.S. Advisor for the parachute unit and is represented by the leader unit on the airfield.

Interesting![8D]
Of course, what 'modders' and scenario designers do in regards of naming is totally different.

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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by carll11 »

ORIGINAL: Big Ivan

Geez Jason the jump map is huge!

I see your point about the map size. How big is too big? That remains to be seen. The biggest map I've seen is Sinai
probably followed by Kelso on EFII and Chronicles in WF.

I think the ground operations would have to be a good size map around Ia Drang with some room to maneuver and the air coming from Pleiku
handled abstractly. I don't think most players want maps so large that they spend almost all of their time moving and
not fighting in a scenario. That can get boring for the players that like to get to the shooting and rat killing ASAP.

With the new lua event script the air will be easier to handle abstractly coming from off board. As for helos maybe a reserve HQ on board
for refuel and supply near Ia Drang. But say after a certain amount of turns and using the event script helos would have to be extracted.

Interesting problem for sure.[:)]


Actually, BI, I think Uranus weighs in at 5.5 megs....Kelso is 2.4(?)...

In any event, on one hand I agree, having to shuttle helos across 200,300 hexes at 20 30 hexes a turn could get tiresome,however I cant think of a honest way to change that, adding a script that would allow you to embark a Bn. at an airfield 200 kms away, them make it appear within 40 50 hexes of its destination say 5 turns later sounds to 'gamey' to me...
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by Jason Petho »

having to shuttle helos across 200,300 hexes at 20 30 hexes

Helicopters can move around 80-100 hexes per turn, it all depends on their flight height.
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


From the LUA_FUNCTIONS_REFERENCE.txt, the latest CSEE function lineup:

TRIGGERS

on_air_attack (hc, pid, name, side, nation, points, strength)
on_hex_attack (hc, side, nation)
on_ied_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_mine_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_next_phase (turn, side)
on_next_turn (turn)
on_objective_capture (hc, values, side)
on_resume ()
on_shutdown ()
on_startup ()
on_unit_attack (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_kill (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_reduce (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader, loss)
on_unit_reinforce (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_release (trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)
on_unit_remove (hc, trackid, pid, name, side, nation, oid, orgname, points, strength, HQ, Leader)

AI

ai (side)
ai_index (parm)
ai_parameter (index)
adaptive_ai (side, nation, index)
inc_adaptive_ai (side, nation, index, increment)
is_ai (side)
max_ai_index ()
set_adaptive_ai (side, nation, index, value)

COUNTERS

counter_airlevel (trackid)
counter_assault (trackid)
counter_ctrackid (trackid)
counter_defend (trackid)
counter_exists (trackid)
counter_flags (trackid)
counter_hex (trackid)
counter_hq (trackid)

counter_on_map (trackid, verified only)

counter_is_airborne (trackid)
counter_is_air_transport (trackid)
counter_is_hq (trackid)
counter_is_leader (trackid)
counter_is_transport (trackid)

counter_leader (trackid)
counter_morale (trackid)
counter_more_flags (trackid)
counter_name (trackid)
counter_nation (trackid)
counter_oid (trackid)
counter_orgname (trackid)
counter_pid (trackid)
counter_points (trackid)
counter_side (trackid)
counter_strackid (trackid)
counter_strength (trackid)
counter_turns_until_refuel (trackid)
counter_type (trackid)
counter_x (trackid)
counter_y (trackid)

counter_unit_carry_flags (trackid)
counter_unit_fire_flags (trackid)
counter_unit_more_flags (trackid)
counter_unit_move_flags (trackid)
counter_unit_other_flags (trackid)

is_disrupted (trackids)
is_carried (trackids)
is_unloaded (trackids)
is_loaded (trackids)
is_concealed (trackids)
is_outofammo (trackids)
is_diggingin (trackids)
is_fatigued (trackids)
is_buybullet (trackids)
is_buywheel (trackids)
is_fixed (trackids)
is_lowonammo (trackids)
is_isolated (trackids)
is_buyrecon (trackids)
is_reduced (trackids)
is_lowonfuel (trackids)
is_outoffuel (trackids)
is_refueled (trackids)

is_not_disrupted (trackids)
is_not_carried (trackids)
is_not_unloaded (trackids)
is_not_loaded (trackids)
is_not_concealed (trackids)
is_not_outofammo (trackids)
is_not_diggingin (trackids)
is_not_fatigued (trackids)
is_not_buybullet (trackids)
is_not_buywheel (trackids)
is_not_fixed (trackids)
is_not_lowonammo (trackids)
is_not_isolated (trackids)
is_not_buyrecon (trackids)
is_not_reduced (trackids)
is_not_lowonfuel (trackids)
is_not_outoffuel (trackids)
is_not_refueled (trackids)

counters_all (side)
counters_aorg (trackids)
counters_sorg (strackids)

map_trackid (hc, number)
map_trackid_count (hc)
map_trackids (hc)
max_counters ()
max_turns_until_refuel ()

GENERAL

first_side ()
current_side ()
other_side (side)

current_turn ()
next_turn ()
previous_turn ()
final_turn ()

current_visibility ()

night (turn)
fow (side)
is_fow (side)
is_night ()

HEXES

has_big_wrecks (hc)
has_block (hc)
has_bunker (hc)
has_cave (hc)
has_damage (hc, dir)
has_ied (hc)
has_ied1 (hc)
has_ied2 (hc)
has_ied3 (hc)
has_improved_position (hc)
has_landing_zone (hc)
has_light_bridge (hc)
has_minefield (hc)
has_minefield1 (hc)
has_minefield2 (hc)
has_minefield3 (hc)
has_obstacle (hc)
has_pillbox (hc)
has_pontoon_bridge (hc)
has_rubble (hc)
has_smoke (hc)
has_trench (hc)
has_tunnel (hc)
has_vehicle_bridge (hc)
has_wrecks (hc)
has_spotted (hc)

empty_transports_count (hc)
has_empty_air_transport (hc)
has_empty_transport (hc)
has_transport (hc)
max_transport_strength (hc)

is_sidea_aware (hc)
is_sidea_exclude (hc)
is_sideb_aware (hc)
is_sideb_exclude (hc)

is_airfield_hex (hc)
is_beach_hex (hc)
is_building_hex (hc)
is_cactus_hex (hc)
is_canal_hex (hc)
is_canal_shallow_hex (hc)
is_city_hex (hc)
is_clear_hex (hc)
is_colored_dirt_hex (hc)
is_dense_jungle_hex (hc)
is_dry_paddy_hex (hc)
is_forest_hex (hc)
is_grain_field_hex (hc)
is_hammada_hex (hc)
is_impass_hex (hc)
is_industrial_hex (hc)
is_installation_hex (hc)
is_light_jungle_hex (hc)
is_major_canal_hex (hc)
is_major_canal_shallow_hex (hc)
is_major_river_hex (hc)
is_major_river_shallow_hex (hc)
is_marsh_hex (hc)
is_meadow_hex (hc)
is_orchard_hex (hc)
is_palm_tree_hex (hc)
is_produce_field_hex (hc)
is_river_hex (hc)
is_river_shallow_hex (hc)
is_rough_hex (hc)
is_scrub_hex (hc)
is_shallow_hex (hc)
is_soft_sand_hex (hc)
is_suburb_hex (hc)
is_swamp_hex (hc)
is_tall_grass_hex (hc)
is_thicket_hex (hc)
is_village_hex (hc)
is_vineyard_hex (hc)
is_wadi_hex (hc)
is_water_hex (hc)
is_wet_paddy_hex (hc)

LUAVs

luav (index)
inc_luav (index, increment)
init_luav (vname, value)
max_luav_index ()
set_luav (index, value)

MAP

on_map (hc)

map_center (x, y)
map_height ()
map_sector (x, y)
map_up ()
map_width ()

map_up_half (x, y)
map_low_half (x, y)
map_left_half (x, y)
map_right_half (x, y)
map_up_left_quadrant (x, y)
map_up_right_quadrant (x, y)
map_low_right_quadrant (x, y)
map_low_left_quadrant (x, y)
map_nw_quadrant (x, y)
map_ne_quadrant (x, y)
map_se_quadrant (x, y)
map_sw_quadrant (x, y)
map_north_half (x, y)
map_south_half (x, y)
map_east_half (x, y)
map_west_half (x, y)
map_above (row, side, verified_only)
map_below (row, side, verified_only)
map_left_of (col, side, verified_only)
map_right_of (col, side, verified_only)

map_above_count (row, side, verified_only)
map_below_count (row, side, verified_only)
map_left_of_count (col, side, verified_only)
map_right_of_count (col, side, verified_only)

map_side (hc)

hexcoor (x, y)
x (hc)
y (hc)

hex_adjacent (hc, dir)
hex_random (hc, extent)

range (from, to)
within (trackids, hc, extent, verified_only)
units_within_count (hc, extent, side, verified_only)

MESSAGING

_message (title, text)
message (human_only, title, text)
message_once (human_only, title, text, index)
_note (title, text)
note (human_only, title, text)
note_once (human_only, title, text, index)
log (logfile, loglevel, text)

DEBUGGING

trace (event, line)
traceon ()
traceoff ()

MISC

upper_case (text)
lower_case (text)

ordinal (number)

dieroll (x)
random ()
random_index (l, u)
random_pick (list)

even (x)
odd (x)

dir_from (origin, point)
hexdir_from (origin, point)

has_flag (flags, flag)

join (lists)

member (trackid, trackids)
members (trackids_part, trackids_whole)

OBJECTIVES

objective_owner (hc)
objective_points ()
objective_values (hc)

set_objective (hc, values, side)
set_objective_values (hc, values)

REINFORCEMENTS

reinforcement_flags (id)
reinforcement_hex (id)
reinforcement_prob (id)
reinforcement_scatter (id)
reinforcement_turn (id)
reinforcement_x (id)
reinforcement_y (id)

set_reinforcement (id, hc, turn, prob, flags, scatter)
set_reinforcement_flags (id, flags)
set_reinforcement_hex (id, hc)
set_reinforcement_prob (id, prob)
set_reinforcement_scatter (id, scatter)
set_reinforcement_turn (id, turn)
set_reinforcement_x (id, x)
set_reinforcement_y (id, y)

inc_reinforcement_prob (id, increment)

arrived (id)

RELEASES

release_prob (id)
release_turn (id)
released (id)

set_release (id, turn, prob)
set_release_prob (id, prob)
set_release_turn (id, turn)

inc_release_prob (id, increment)

SCENARIO

options ()
set_options (value)
set_option (value)
unset_option (value)

event_points (side)
set_event_points (side, value)
inc_event_points (side, increment)

strength (side, verified_only)
total_points ()
total_strength (side, verified_only)
losses (side)
loss_points (side)

average_morale (side)
morale_shift (nation)
set_morale_shift (nation, value)
inc_morale_shift (nation, increment)

advantage ()
aggressiveness (side)
air_support (side)
ammo_level (side)
arty_ammo_level (side)

set_advantage (value)
set_aggressiveness (side, value)
set_air_support (side, value)
set_ammo_level (side, value)
set_arty_ammo_level (side, value)

inc_advantage (increment)
inc_aggressiveness (side, increment)
inc_air_support (side, increment)
inc_ammo_level (side, increment)
inc_arty_ammo_level (side, increment)

major_defeat ()
major_victory ()
minor_defeat ()
minor_victory ()

set_major_defeat (value)
set_major_victory (value)
set_minor_defeat (value)
set_minor_victory (value)

set_victory (majordefeat, minordefeat, minorvictory, majorvictory)

smoke_ammo (side)
star_shells (side)

set_smoke_ammo (side, value)
set_star_shells (side, value)

inc_smoke_ammo (side, increment)
inc_star_shells (side, increment)

SIDES

is_bocage_side (hc, dir)
is_cliff_side (hc, dir)
is_crest_side (hc, dir)
is_ditch_side (hc, dir)
is_dune_side (hc, dir)
is_embank_side (hc, dir)
is_escarpment_side (hc, dir)
is_ford_side (hc, dir)
is_gully_side (hc, dir)
is_heavy_bridge_side (hc, dir)
is_hedge_side (hc, dir)
is_high_side (hc, dir)
is_light_bridge_side (hc, dir)
is_medium_bridge_side (hc, dir)
is_minor_river_side (hc, dir)
is_path_side (hc, dir)
is_rail_side (hc, dir)
is_reef_side (hc, dir)
is_road_side (hc, dir)
is_stone_side (hc, dir)
is_stream_side (hc, dir)
is_unpaved_side (hc, dir)

SCRIPTED AI

at (trackids, hc)
defend_weak (trackids, hc, dir, radius)
defend_strong (trackids, hc, dir, radius)
move_norush (trackids, hc, dir, radius)
move_rush (trackids, hc, dir, radius)
attack_weak (trackids, hc, dir, radius)
attack_strong (trackids, hc, dir, radius)
attack_banzai (trackids, hc, dir, radius)
load (trackids, hc)
unload (trackids, hc)
disembark (trackids, hc)
embark (trackids, hc, dir)
take_off (trackids, hc)
land (trackids, hc)
ascend (trackids, hc)
ascend_ground (trackids, hc)
ascend_noe (trackids, hc)
ascend_low (trackids, hc)
ascend_high (trackids, hc)
descend (trackids, hc)
descend_low (trackids, hc)
descend_noe (trackids, hc)
descend_ground (trackids, hc)
descend_underground (trackids, hc)
ascend_move (trackids, hc, radius)
move_descend (trackids, hc, radius)
exit (trackids, hc)
dig_in (trackids, hc)
reconnoiter (trackids, hc)
build_light_bridge (trackids, hc, dir)
build_vehicle_bridge (trackids, hc, dir)
lay_minefield (trackids, hc)
set_ied (trackids, hc)
build_barrier (trackids, hc)
damage (trackids, hc, dir)
clear_lz (trackids, hc)

hold (trackids)
halt (trackids)
unleash (trackids)

move_way_point (trackids, hcs)

And a few others, including:

value_dump (all)
victory_dump (turn)
on_path (loc, from, to)
land_transport_passengers (trackids, loadpt, unloadpt, assemblypt)
land_transport_carriers (trackids, loadpt, unloadpt, roundtrip)
water_transport_passengers (trackids, embarkpt, loadpt, disembarkpt, unloadpt, assemblypt)
water_transport_carriers (trackids, loadpt, unloadpt, roundtrip)
air_transport_passengers (trackids, loadpt, unloadpt, assemblypt, airlevel)
air_transport_carriers (trackids, loadpt, unloadpt, roundtrip, airlevel)
air_mission_fire (trackids, basept, targetpt, proximity, airlevel)
air_mission_spot (trackids, basept, targetpt, proximity, airlevel)

That's over 410 CSEE Lua functions. More to follow I am sure.

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Campaign Series Lead Coder https://www.matrixgames.com/forums/view ... hp?f=10167
Panzer Campaigns, Panzer Battles Lead Coder https://wargameds.com
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berto
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by berto »


The latest air_mission_fire() function definition:

Image

With that function already defined for you (in the standard user.lua), to launch a fire mission, all you need to do is, for example:

air_mission_fire (_MACV_GUNSHIPS, LANDING_ZONES[2], OBJECTIVES[luav(_MACV_GUNSHIPS_TARGET_PT)], current_visibility())

That's it!
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Campaign Series Legion https://cslegion.com/
Campaign Series Lead Coder https://www.matrixgames.com/forums/view ... hp?f=10167
Panzer Campaigns, Panzer Battles Lead Coder https://wargameds.com
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carll11
Posts: 955
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RE: Sneak Peeks, Coming Attractions, Works-In-Progress

Post by carll11 »

Helicopters can move around 80-100 hexes per turn, it all depends on their flight height.


perfect, then theres no issue...
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