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modding the static units

 
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All Forums >> [New Releases from Matrix Games] >> Close Combat Series >> Close Combat: Last Stand Arnhem >> Mods and Scenarios >> modding the static units Page: [1]
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modding the static units - 3/2/2011 8:34:19 AM   
Manu

 

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Joined: 7/22/2010
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Is it possible or will it be possible for the modders to choose the emplacement of the static units on the battle map? Are they simply noted in a txt file? How does it work?
Thanks
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RE: modding the static units - 3/2/2011 9:07:23 AM   
7A_karlmortar

 

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Joined: 9/24/2010
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Yepp you can modify them fairly easy since everything is in a txt file with some text collums who explains what some of the numbers mean.
I recomend that you open the txt in Excel however, because everything is displayed in a more structured manner than in notepad.

You can remove or create static BGs and put them anywhere on the strategic map. You can also decide what kind of units each BG should have and you can even decide if for example a 8.8cm FlaK 36 should only be able to delpoy to a predetermind location on the map. You just have to put in the exact cordinate from the map.
Look at a map with static guns to get some idea how things works.

(in reply to Manu)
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RE: modding the static units - 3/3/2011 1:25:04 AM   
xe5

 

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Static BGs are defined in Data/Base/StaticBGs.txt. The "legend" is found at the end after the last Static BG section.

Each Static BG has:
Index #
Name (used nowhere else in-game)
Side (0=Allies; 1=Axis)
Map# (see the CCLSA Strat Map Connections image in the Documentation folder)
5 rows of data, 1 row for each Difficulty Level, starting with Elite, down to Recruit
Each row of data can contain up to 30 columns, each column alternating between Team Class #s (see Data/Base/*Teams.txt) and Elevation Tile #s.
'-1' values = nothing -OR- "free deploy"






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RE: modding the static units - 3/3/2011 1:34:48 AM   
xe5

 

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Elevation Tile #s can be determined using Mafi's 5CC Map tool (Open the Visibility menu, select 'Show Coordinates').
FYI, Elevation Tiles (8 square meters) are comprised of 4x4 Terrain Elements (2 square meters each).
If you open a *Map.txt file in Excel, each row of data comprises one Elevation Tile, the row # also being the Elevation Tile #.

The 5CC image below shows how Axis Team Class# 145 (Luftwaffe 8.8cm FlaK36) in the Static "FLAK" BG from above, is "locked" to be deployed inside the weapon pit (Elev Tile# 1080) on Son.




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RE: modding the static units - 3/3/2011 5:00:18 AM   
Manu

 

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Joined: 7/22/2010
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ok thanks. It gives me some ideas...

(in reply to xe5)
Post #: 5
RE: modding the static units - 3/3/2011 8:23:12 PM   
xe5

 

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Copy/paste "blocks" of static BG data to add more.
Change the first value in the file to reflect the total quantity of static BGs.
Number the index #s for the new BGs sequentially.
All static BGs have to be on the same side (Axis/Allied).

(in reply to Manu)
Post #: 6
RE: modding the static units - 7/11/2011 5:48:35 AM   
Andrew Williams


Posts: 6112
Joined: 1/8/2001
From: Australia
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quote:

All static BGs have to be on the same side (Axis/Allied).


All bridge repairs had to be done by the same side too - Allied only in 2010 release.

i wonder if that has changed with the re-re-release in 2011.


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