Axis - but not THE Axis

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undercovergeek
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Axis - but not THE Axis

Post by undercovergeek »

.......... i refer to directional control - the game obviously has a ground level, and units turn on that level in any direction, if there was no ground level would it be possible to also have control over the vertical axis as well as the horizontal? ie: if there were no ground and background was blue and were talking aircraft would it be possible to mod up and down?
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junk2drive
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RE: Axis - but not THE Axis

Post by junk2drive »

You can change the upper limit.  Find the User.txt in the MyGames\BBCBA folder and add

NOZOOMLIMIT 1

That allows you to zoom out.

In the main game folder is Data folder, find Mapview and play with the numbers.

Shift + 3 takes you to ground level and back.

I would like to see a middle mouse button pan and rotate someday.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
undercovergeek
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RE: Axis - but not THE Axis

Post by undercovergeek »

so you could effectively model turn based air combat?
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junk2drive
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RE: Axis - but not THE Axis

Post by junk2drive »

I don't know about setting the height of a unit above the map or making it variable. The planes in the game are computer controlled.

Otherwise yes, I added BOAT and HELO to the Terrain.txt with boats moving on water and helo moving anywhere. I just need the 3D models. You could have planes only, moving about the chess board shooting at each other.
Conflict of Heroes "Most games are like checkers or chess and some have dice and cards involved too. This game plays like checkers but you think like chess and the dice and cards can change everything in real time."
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IainMcNeil
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RE: Axis - but not THE Axis

Post by IainMcNeil »

It would probably require something from us to really make it work but I dont think its a big job - e.g. have a data field for units which specifies the height above teh lansdscape they are drawn. You'd then set a default/initial height and it would vary based on commands you gave.

You'd probably want to change the look and feel of the terrain tiles to make them look smaller and further away to give the feeling of height.

Not sure how you woudl handle clouds etc. All kind of interesting though :)
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Matrix Games
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Redmarkus5
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RE: Axis - but not THE Axis

Post by Redmarkus5 »

How would that work with the turn based model? It would need to be WeGo, right?
WitE2 tester, WitW, WitP, CMMO, CM2, GTOS, GTMF, WP & WPP, TOAW4, BA2
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