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Lowengrin

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Everything posted by Lowengrin

  1. Modified how "TCapture Contested" works. If you use this timetable command, the front will switch to this location. Therefore, you can move the front to a new location on the same day you have either the Allieds or Axis capture the front location For example: 19410806 TCapture Contested Border_Village 19410806 TCapture Axis Front_Village .
  2. Let me have a closer look at TCapture for the front locations.
  3. Which campaign? And do you have "Single Map Campaign" checked as an option?
  4. My bad. I made the changes and then forgot to recompile the exe. So I just copied the exe from the last build over.
  5. That is strange because I definitely updated them within minutes of the other. I'll double check. Edit: You're right. The exe didn't seem to get bundled in the zip....
  6. New beta that hopefully addresses this issue. http://forum.jg1.org/topic/3836-dcg-349-open-beta-test/page-5#entry38449
  7. This beta (hopefully) addresses the issue with the TCapture command. And that is all.
  8. Active Front only creates stationary objects (usually anti-tank guns) to create a "battle" at a contested location even though there may be no columns present. It may be that the code only adds troops to the location but doesn't actually flip it to the side the troops are on. I haven't touched that code in years so I can't say for sure. I'll have to get back to you. (Hopefully sooner than I got here in the first place!)
  9. It has no effect on the full campaign, but it's required if your using the original campaign mode (that came with the original IL-2 game).
  10. As idefix44 says, it's probably that one of your DCG folders or subfolders (or both) are set to "read only".
  11. You will need to add them to the gobjects.dcg file in the DCG Data folder as well. Something like this: Ships.USSLexingtonCV2_42 1 0 0 0 1 1 1 None And also in the shipnames.dcg file. See other examples there to see how it's formatted.
  12. If you create a new campaign, one thing you can do is load the old and new campaign's pilots.dcg file into a text editor and copy the players' info out of it and into the new one. If everyone is flying in the same squadron, just copy the whole squadron list over. It should look something like this: 007 000 008 Ludwig Hildebrant @DGen\DE\30 *32 &1915Dresden ^ 000 000 000 Paul Lowengrin @DGen\Photo *00 &1920Unknown 000 000 010 Horst Schwabe @DGen\DE\08 *20 &1917Bremen 000 000 000 Rolf Jaeger @DGen\DE\14 *00 &1925Leipzig 002 000 013 Richard Döring @DGen\DE\18 *30 &1912Dortmund 000 000 000 Roland Schaumann @DGen\DE\03 *00 &1922Hannover 002 000 003 Leopold Schuckhardt @DGen\DE\27 *10 &1921Munich 000 000 000 Bernhard Dossenbach @DGen\DE\19 *00 &1923Potsdam 005 000 014 Egon Pfeiffer @DGen\DE\15 *22 &1919Berlin 000 000 002 Reimar Lindenmüller @DGen\DE\02 *10 &1922Dortmund 000 000 008 Rudolf Drack @DGen\DE\11 *10 &1924Potsdam 000 000 000 Thorsten Baumann @DGen\DE\30 *00 &1922Munich 003 000 010 Johann Neubauer @DGen\DE\00 *21 &1925Berlin 000 000 000 Norbert Jaeger @DGen\DE\18 *00 &1924Dresden 000 000 001 Esra Steinhauser @DGen\DE\27 *10 &1925Stuttgart 000 000 000 Gottfried Schmidt @DGen\DE\04 *00 &1923Leipzig ^ denotes a human pilot.
  13. After you generate a new campaign, are you going into the game settings and changing those settings? (What I do in this case is always load an old campaign with all the settings that I want and going to the mission screen then backing out BEFORE I start the new campaign and it captures all my game settings from the old one.)
  14. The timetable on/off only refers to the ground campaign and whether the campaign moves automatically (as per the timetable) or by the movement of ground forces. Unfortunately all the functions in the timetable are triggered by date so you're kind of hooped. I'm not sure if the code for the following commands triggers on the date in question or if it triggers even after the date has passed. You could try seeing if they trigger even if the date has passed (and then add them and remove them as necessary). 19410814 AlwaysActive True II_JG770 19410815 AlwaysActive False II_JG770 19410815 PilotType Any II_JG770 19410816 PilotType AI II_JG770 19410817 PilotType Human II_JG770
  15. The error log narrows it down to the car column routine. I'm guessing there's some math in my code that doesn't catch some bad parsing....
  16. I don't see anything obvious from the log file although it's missing information on squadrons and their missions being generated. I hope you've sorted it out since posting though. (I've been on holidays so haven't been checking the forum.)
  17. X means that it was destroyed and will respawn at a spawn point. Importing into 3.49 shouldn't cause any issues (that I can think of).
  18. No, that it's repeating is either an error in your campaign or a bug in DCG. It should be: XXX_Chief Vehicles.somevehicletype @location $NameofUnit (NameofUnit defaults to some generic thing but can be set in the timetable.dcg file.)
  19. Yes, that is possible. Did it spawn on the following mission?
  20. If you are using full auto generation and you selected your campaign through the game's menu, you do not have to exit the game and hit the DCG generate mission button. Just hit start for IL2 and it should generate it for you. (So long as you have pointed DCG to your IL-2 game folder.)
  21. You can always find the latest beta on this forum. Look for the "DCG 3.xx Open Beta Test" thread (where .xx is the version being worked on). Right now, you can find it here: http://forum.jg1.org/topic/3836-dcg-349-open-beta-test/?p=31447
  22. ~C is for "contact". The Germans are at Abbeville Bridge and the Allieds are next to them at Abbeville. And, yes, ~R is for retreating. Trains won't spawn if there's a chance they will run into another train.
  23. No, it does not. And with the information present, it's hard to say why. The dcgerror.txt might have had a clue though.
  24. That &0/&1 relates to whether radios are turned on or off. The airfields.dcg was designed prior to the radio feature so these should be deleted from any airfield flight patterns. As idefix44 has noted, the static "ships" are really test runway objects. The six types are: Ship$RwyCon Ship$RwySteel Ship$RwySteelLow Ship$RwyTransp Ship$RwyTranspWide Ship$RwyTranspSqr In your campaign, I assume the planes are tied to squadrons assigned to these runways.
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