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Diagonal deployment zones - 11/26/2018 7:54:07 PM   
varangy


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I want to do a river crossing, but I dont want to have enemy units on my side of the river. Can we have in the future diagonal deployment zones? See the attached picture




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RE: Diagonal deployment zones - 11/26/2018 8:14:19 PM   
exsonic01

 

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You can make a mission with increased map size, and introduce no-go zone diagonally, left top corner and right bottom corner. Then you could adjust deploy zone area, to set up the mission following your plan.

Regarding "how can we create / edit no-go zone and water crossing zone from zones.bmp", I'm also one of the person who is really curious about that. For some reason, no one is answering for that question

< Message edited by exsonic01 -- 11/26/2018 8:15:24 PM >

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RE: Diagonal deployment zones - 11/26/2018 9:47:53 PM   
Veitikka


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Yes, the no-go zones are the way to do it. I updated the advanced scenario editing post to include Gimp instructions: http://www.matrixgames.com/forums/tm.asp?m=4559981


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RE: Diagonal deployment zones - 11/27/2018 1:24:14 AM   
goodwoodrw


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Can you lay mines and wire diagonally.

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RE: Diagonal deployment zones - 11/28/2018 7:04:39 PM   
Veitikka


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quote:

ORIGINAL: goodwoodrw

Can you lay mines and wire diagonally.


Yes, by using a zigzag pattern.


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RE: Diagonal deployment zones - 11/28/2018 9:27:59 PM   
zacklaws

 

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But if you lay the mines in a zigzag fashion, you will find that units will pass through the diagonals and I have never seen a vehicle destroyed when they do that. Its always best to double up and make the 2 grid square deep where you have your zigzags.

Just to highlight the weakness you have in a zigzag minefield and Anti Tank obstacles.

1st picture anti tank obstacles one APC is just going along the edge of the diagonal to exploit the diagonal in the AT obstacle and the two APC's to the left also passed through the diagonals:-






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RE: Diagonal deployment zones - 11/28/2018 10:01:00 PM   
zacklaws

 

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One APC cutting through the diagonal in the minefield following one that has exploited it already and one APC to the left about to exploit the AT obstacle, once again through the diagonal. Quiet canny the AI at being able to find the weak spot so those zigzags need filling in. But note the APC that tried to drive through the minefield along the edges of the grid squares, his luck ran out.






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RE: Diagonal deployment zones - 11/29/2018 3:35:58 AM   
Veitikka


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This is zigzag.





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RE: Diagonal deployment zones - 11/29/2018 8:12:07 AM   
varangy


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This is why I like hexagons more than squares.

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RE: Diagonal deployment zones - 11/30/2018 6:00:19 PM   
Lieste

 

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quote:

ORIGINAL: Veitikka

Yes, the no-go zones are the way to do it. I updated the advanced scenario editing post to include Gimp instructions: http://www.matrixgames.com/forums/tm.asp?m=4559981



This permanently removes the terrain from the scenario though?

What if you want to be able to operate in this region, but not allow set up in it at game start?

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RE: Diagonal deployment zones - 11/30/2018 6:29:57 PM   
Blond_Knight


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Currently I guess your only option would be to make a bigger map.

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RE: Diagonal deployment zones - 11/30/2018 8:20:46 PM   
Veitikka


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quote:

ORIGINAL: Lieste


quote:

ORIGINAL: Veitikka

Yes, the no-go zones are the way to do it. I updated the advanced scenario editing post to include Gimp instructions: http://www.matrixgames.com/forums/tm.asp?m=4559981



This permanently removes the terrain from the scenario though?

What if you want to be able to operate in this region, but not allow set up in it at game start?


As the next step I'm going allow the user to edit the zones in the in-game scenario edit mode. After that we can think about adding new zone types.


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RE: Diagonal deployment zones - 11/30/2018 8:44:28 PM   
Perturabo


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No go zones could use some kind of a new zone like no-start zone.

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RE: Diagonal deployment zones - 3/13/2019 12:09:42 PM   
CSO_Talorgan


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quote:

ORIGINAL: varangy

This is why I like hexagons more than squares


+1

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RE: Diagonal deployment zones - 3/13/2019 4:17:29 PM   
Perturabo


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quote:

ORIGINAL: Veitikka

Yes, the no-go zones are the way to do it. I updated the advanced scenario editing post to include Gimp instructions: http://www.matrixgames.com/forums/tm.asp?m=4559981


We really need no-deploy zones.

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