Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

LCU Symbol clarification

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> LCU Symbol clarification Page: [1]
Login
Message << Older Topic   Newer Topic >>
LCU Symbol clarification - 3/19/2019 6:48:25 PM   
Aawulf

 

Posts: 112
Joined: 7/14/2005
Status: offline
Have long used the "13" symbol for para capable units. Just read that there are "17" and "19" symbols that I never saw before. In one thread, "19" enables unit to be a commando unit capable of combat unloads from transport subs. In another thread, the author explain that "13" is for "commandos" and "19" is for "paras". In game, units with "13" are paratroopers and those with "19" are commandos but nothing describing the difference. In total, I'm only aware of 4 such symbols, "12", "13", "17" and "19". Have no clue for what purpose "17" is used and am not confident that I know the similarities and differences among the others. I do know "13" does allow units to be para capable.

Anyone have a more in depth understanding of the "sym" data field and what options are available to it's use?

< Message edited by Aawulf -- 3/19/2019 7:43:18 PM >


_____________________________

Never ever ever ever let a day pass without remembering that we are fighting a war for our survival. God bless our troops.
Post #: 1
RE: LCU Symbol clarification - 3/20/2019 11:04:22 AM   
inqistor


Posts: 1592
Joined: 5/12/2010
Status: offline
My guess is, that those are logical bits (1 2 4 8 16).

So, for 12, it will be 8+4 = 3rd, and 4th bit
For 13 you will get 8+4+1 = same as for 12, plus 1st bit (probably para capable, unless 12 also have this ability)
17 is 16+1, so it have one capability from 13, which is not present for 12 (1st bit), and some unspecified capability from 5th bit (16, probably assault from submarine)
19 is 16+2+1, so the same as 17, plus 2nd bit

(in reply to Aawulf)
Post #: 2
RE: LCU Symbol clarification - 3/20/2019 1:16:29 PM   
LargeSlowTarget


Posts: 3912
Joined: 9/23/2000
From: Hessen, Germany - now living in France
Status: offline
The "symbol" field in the editor only works for infantry type units and AFAIK the only values used are 12 for cavalry symbol, 13 for the para symbol and para ability (air droppable) and 19 for raider ability (i.e. loading on subs in combat mode).

The 19 value shows up as para symbol by default, but if you add an icon at the bottom of the "button_6" files, the game will use this icon.

Never heard or read of a "17" symbol - reference please?

_____________________________


(in reply to inqistor)
Post #: 3
RE: LCU Symbol clarification - 3/21/2019 3:40:45 PM   
Aawulf

 

Posts: 112
Joined: 7/14/2005
Status: offline

quote:

ORIGINAL: LargeSlowTarget

The "symbol" field in the editor only works for infantry type units and AFAIK the only values used are 12 for cavalry symbol, 13 for the para symbol and para ability (air droppable) and 19 for raider ability (i.e. loading on subs in combat mode).

The 19 value shows up as para symbol by default, but if you add an icon at the bottom of the "button_6" files, the game will use this icon.

Never heard or read of a "17" symbol - reference please?

From SCEN 001 (both Allied LCUs)
5949 2/1 NAOU Det.
6052 2nd Recce


(in reply to LargeSlowTarget)
Post #: 4
RE: LCU Symbol clarification - 3/21/2019 3:53:02 PM   
Aawulf

 

Posts: 112
Joined: 7/14/2005
Status: offline

quote:

ORIGINAL: inqistor

My guess is, that those are logical bits (1 2 4 8 16).

So, for 12, it will be 8+4 = 3rd, and 4th bit
For 13 you will get 8+4+1 = same as for 12, plus 1st bit (probably para capable, unless 12 also have this ability)
17 is 16+1, so it have one capability from 13, which is not present for 12 (1st bit), and some unspecified capability from 5th bit (16, probably assault from submarine)
19 is 16+2+1, so the same as 17, plus 2nd bit

When I pulled it from hex addresses for the original Pac War and later for WitP, I'm pretty sure it was a 256 limited integer field. "12" and "13" were "00 0c" and "00 0d" respectively.

The following VBA code is what I used for WitP to extract the data for "sym" to Excel:
' Get _sym
CellY = 31
Counter = 88001 + (LocNum - 1) * 2
Get #1, Counter, VarData1
Get #1, Counter + 1, VarData2
curVal = CCur(VarData1) + CCur(VarData2) * CCur(256)
Worksheets("Allied LCUs").Cells(CellX, CellY).Value = curVal

(in reply to inqistor)
Post #: 5
RE: LCU Symbol clarification - 3/26/2019 10:39:18 AM   
inqistor


Posts: 1592
Joined: 5/12/2010
Status: offline
I don't know why, but Byte data type is never used in programming. They were declared as int, but I bet they still use only few bits.

(in reply to Aawulf)
Post #: 6
RE: LCU Symbol clarification - 3/26/2019 4:59:08 PM   
LargeSlowTarget


Posts: 3912
Joined: 9/23/2000
From: Hessen, Germany - now living in France
Status: offline
I have made a test with three infantry units and three tank units, one each with symbol 12, 13 and 17.

12 turned the tank unit symbol into a cavalry symbol but had no effect on infantry units, 13 turned the infantry symbol into a para symbol but had no effect on tank units, 17 had no effect whatsoever.

_____________________________


(in reply to inqistor)
Post #: 7
Symbol 17 is used! - 3/27/2019 5:13:46 AM   
el cid again

 

Posts: 16546
Joined: 10/10/2005
Status: offline
It is associated with CMF cavalry. No idea why.

However, it may be associated with dragoons. The unit I found is listed as having mounted infantry,
which are, technically, not cavalry, but dragoons. See LCU slot 2727.

< Message edited by el cid again -- 3/27/2019 5:14:00 AM >

(in reply to LargeSlowTarget)
Post #: 8
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Scenario Design and Modding >> LCU Symbol clarification Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.109