Err... 5 years ago... 1.1 - contain balance changes only 1.52 - some new merks, new scenario zones etc. For allies scenario only. All new dialogs - on russian.
For reality termin "weapon repairing" in game must be replaced with "weapon cleaning". I thinked about that, but a lot of items and texts is need to change...
Here - http://forum.nival.com/rus/attachment.php?...31&d=1144166731 Author's remarks (on russian) here - http://forum.nival.com/rus/showthread.php?t=32676 Mod realize morale factor for your units (like Ja2) Great idea. But realization is not very good - status of morale doesn't displaying on unit's tooltip, mod contain russian strings for morale status identification etc. All code placed in external file, code contain english comments, may be somebody develop this...
"This mode realized hotseat for H&S between some (up to 16) human and AI players. Installation: unpack to game directory (N: i think for english version this mean "to Run subfolder"), start game, attach mod in custom menu, start new company. Map "Bridge" with 2 human players will be loaded. (N: in first step you need to talk with gun seller, it placed near your units, don't miss that) If you want change something you need to change some constant in file scripts\s3PvPmod.l That is: 1) Constant PVP_MAP, it may be 1,2 or 3. (Three maps exists at this moment) 1 - "Bridge" 2 - "Destroyed town" 3 - "Defence of base". First team must to destroy PK on base, second - defend it. 2) Array PVP_UNIT[0] - this is a units for first player. 3) Array PVP_UNIT[1] - this is a units for second player. (N: I don't know, is existing maps designed for 2 or for more players count. If yes, then you need to change PVP_UNIT[2] for 3 player etc.) Current configuration: PVP_UNIT[0]={5,5,5,0,0,0,0} PVP_UNIT[1]={5,5,5,0,0,0,0} PVP_UNIT[2]={0,0,0,0,0,0,0} this mean: "exist two players, 3 units of 5 level for first player and some for second". 4) Array PVP_AIPLAYER. If element of array = 0 then corresponding player is human, if = 1 then AI. Current configuration: PVP_AIPLAYER={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0} this mean: "exist two human players" 5) Array PVP_PLAYERTEAM. For setting diplomacy between players. Allied players has equal digits. Current configuration: PVP_PLAYERTEAM={1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0} this mean: "exist two human players, and they are enemy" Err... May be i'm better BabelFish, may be not I hope you understand something. Yes. No. But may be you may decompile mod and adaptate it for S^2 / S^3, don't know.
That all about hotseat? Beta version for H&S located here - http://forums.nival.com/rus/attachment.php...20&d=1141730412 Download, unpack, edit scripts\s3PvPmod.l for mod configure. (Beta version hasn't configuration utilite) Authors remarks and discussion here - http://forums.nival.com/rus/showthread.php?t=32212 (on russian) If somebody wants, i may try to translate authors readme.
Unit with this logic will shoot when *this* unit will see you. With logic "Sentry" shoot, run etc. - when *his allies* will see you. Simple try this method - are you units will leave bunker with this logic? If method, which i describe above doesn't work, you can 1) full replace AI logic from script, with combination of UnitSetScriptLogic and OnUnitNeedCommand. But this method is not very easy. 2) run background thread, and restrict moving of units in this thread. Some like this: function unitInBunker( unit )
local ret = (UnitInArea(unit,"bunker1","bunker2") and (UnitGetFloor(unit)==0))
return(ret)
end
function unitsControl()
local enemies = PlayerGetUnits(1)
while(1) do
for i = 0, GroupGetSize( enemies ) - 1 do
local unit = GroupGetUnit( enemies, i )
if(UnitCanFight(unit) and (not unitInBunker( unit ))) then
UnitMoveToWaypoint( unit, "bunkerCenter"..random(1,5))
end
end
Sleep(40)
end
end
StartThread(unitsControl)
Find property with name 'Logic'. Set it to 'Guard'. Now units will be guard it's place (they will be attack enemies if they see it only). Also you may set property RoamingRadius to something >0 - this is a radius of units move from guarded place.
This is a result of "non-commercial" development. Names structure (Name od char\Nationality of char\etc) used for better localization process. We don't thinked about this at moment of dialog's creation. BTW max count of personages in one dialog - 4. For more count engine can't draw heads.
Simple restart editor - and new AckInfo's record's will be editable. For which AckInfos.ID? Automatically, if you specify >2 persons in your dialog. Order of heads only partially under your control - you may specify second parameter in DialogPlay function. (true - hero on left, false - hero on right)