If you want some help with TACW let me know Flozi. I also figured out a way to do ammo a while ago. I can also do intermediate scripting too.FLOZi wrote:Great work!Tim Blokdijk wrote:New Nato infantry sounds!
As always released under the GNU GPL version 2.0 or later.
Source file's included (Audacity)
And yes it's my own voice, don't you laugh! :wink:
I really need to do some TACW stuff.
I am pretty sure I can do bridgelayers to some extent. :-)
And also try out some stuff with tank ammo types... and steal your cool tracers G_Z. ;)
TA:WD
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- Guessmyname
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- GrOuNd_ZeRo
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- Guessmyname
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There are two ways this can work. The first isn't too good to be honest:
FireWeapon1()
{
//firing animations
wep1ammo = wep1ammo - 1; //if the weapons fires in bursts this will need to change accordingly - ie, if you have burst=3; then this line would read wep1ammo = wep1ammo - 3;
if (wep1ammo == 0)
{
//that script stuff that stops weapons firing - looped sleep command or something
}
}
The unit replensishes its ammo when it is loaded into another unit. If zwzsg's unit detection script would work in spring, then you could make it so that the unit would have to drive up to a logistics depot or whatever
The second one:
Weapons are units that hardly move. They are loaded onto a unit chassis and then they can fire. After firing several shots or whatever, the weapon unit can fire no more, and has to be replaced.
FireWeapon1()
{
//firing animations
wep1ammo = wep1ammo - 1; //if the weapons fires in bursts this will need to change accordingly - ie, if you have burst=3; then this line would read wep1ammo = wep1ammo - 3;
if (wep1ammo == 0)
{
//that script stuff that stops weapons firing - looped sleep command or something
}
}
The unit replensishes its ammo when it is loaded into another unit. If zwzsg's unit detection script would work in spring, then you could make it so that the unit would have to drive up to a logistics depot or whatever
The second one:
Weapons are units that hardly move. They are loaded onto a unit chassis and then they can fire. After firing several shots or whatever, the weapon unit can fire no more, and has to be replaced.
I didn't mean ammo limits (though that was another possibility) I mean for example, a tank gun being represented in game by 2 or 3 weapons, to represent HE/HEAT/APDS rounds. The tricky part being locking them out so they all have the same reload time, and automatically fire at the right kind of target.
And help is always appreciated.

And help is always appreciated.
- GrOuNd_ZeRo
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- Joined: 30 Apr 2005, 01:10
Well, I really like what Flozi said, weapons pick their targets accordingly, short distances Coax/turret guns on infantry, longer distances HE ammo, HEAT on light armor, HE on soft targets, APFSDS rounds on Tanks.
But right now I don't want 2 rounds to shoot from the same barrel at nearly the same time, Maestro's tanks have the same problem...
But right now I don't want 2 rounds to shoot from the same barrel at nearly the same time, Maestro's tanks have the same problem...
- GrOuNd_ZeRo
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- Tim Blokdijk
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I think I read about a weapon dependancy tag somewhere, that would force a weapon to aim at the same target as another, this is 1/3 of the ammo problem. The others are choosing which weapon to fire, and locking out the others when the weapon is reloading. What we need most is the script to give us information about the target so we can select.
Perhaps I am going mad
I just noticed last night while plaing that the power stations the smoke appears on the map so all players can see it. Also the smoke shows on the mini-map as a white dot. With the range of mrls and rockets its kinda easy to take them out.
Anyways wounderful mod and if you need some help with anything let me know i have a programing background so could help you with scripts. And i much experience and tools with text replacement so if you have any mind numbing jobs i could most lickly help you.
Anyway great mod. Just cant stop playing.
Anyways wounderful mod and if you need some help with anything let me know i have a programing background so could help you with scripts. And i much experience and tools with text replacement so if you have any mind numbing jobs i could most lickly help you.
Anyway great mod. Just cant stop playing.

well, that's not the only exploit. I'm not sure if it is still in WD, but I have been able to hit F4 to see all the metal extraction, everywhere. If you don't understand, I'll be obvious: a BIG RED CIRCLE on the metalmap shows where the enemy's base is a bunch more clearly than the puffs of smoke that powerplants emit.
This next thing I already posted somewhere, but nobody cared: Airplanes are visible all across the map by all players, there is no element of surprise with air forces, and the stealth planes are utterly useless.
This next thing I already posted somewhere, but nobody cared: Airplanes are visible all across the map by all players, there is no element of surprise with air forces, and the stealth planes are utterly useless.
Ya that i remeber but is that TAWD specific i am not sure. Plus I try not to use F4
. The smoke stacks bug me because with an MRLS and other rocket tanks it is quite easy to take out power at range and i find power is quite an issue in this game.
About planes I have discovered that the large bombers and choppers cannot be seen by other players its wierd. I think stealth planes might not be visible as well.
(we should do an other test run to see what planes are and are not visible the last one we did was to fast i think
)
Loser

About planes I have discovered that the large bombers and choppers cannot be seen by other players its wierd. I think stealth planes might not be visible as well.
(we should do an other test run to see what planes are and are not visible the last one we did was to fast i think

Loser
-
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- GrOuNd_ZeRo
- Posts: 1370
- Joined: 30 Apr 2005, 01:10
Well, that's odd...I haven't tried WD yet...but i'll find a solution for this.
The planes are visible, yes, probably due to the fact many has a much higher ceiling than OTA aircraft?
The smoke stacks are a problem I can't fix, same with the F4 exploit.
and uhmm, "Loser", if I need help, i'll let you know :)
The planes are visible, yes, probably due to the fact many has a much higher ceiling than OTA aircraft?
The smoke stacks are a problem I can't fix, same with the F4 exploit.
and uhmm, "Loser", if I need help, i'll let you know :)
- GrOuNd_ZeRo
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- Joined: 30 Apr 2005, 01:10