idefix44 Posted October 24, 2013 Report Share Posted October 24, 2013 Hi all, Is't possible to get the complete list of key words used by DCG? For me a key word is: _Airstrip _Airfield _Bridgexxx etc... And what they mean? How DCG use them to generate mission and make the colums spawning? Thx. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted October 25, 2013 Report Share Posted October 25, 2013 In the .rds file: _Airfield - full airfield. _Airstrip - small field for fighters and smaller bombers/recons _Beachhead - the first/last waypoint of an invasion _Depot - friendly spawn zone. _Camp - friendly spawn zone. _BridgeXXX - where XXX is the bridge number as per the FMB. _Ferry - will act as a water crossing turning a land unit into a boat. Must have a ferry location on the opposite side of the water (usually used for river/lake crossings) - see the Burma campaign for example In the .srd file: _Harbor - if matches a land location (for example, Le_Havre and Le_Havre_Harbor) will be an invasion point. _Seaplane_Base - airbase for seaplanes/floatplanes _Port - spawn point for ships _Bay - generic water location, no special function _Sea - generic water location, no special function _Ocean - generic water location, no special function _Bay, _Sea and _Ocean can also be used in the .prd file. In the .rls file: _Station - spawn point for trains - if matches a land location (for example Le_Havre and Le_Havre_Station) can be a drop off point of land units from trains _Rail_BridgeXXX - bridge for trains. Hope this helps. Quote Link to comment Share on other sites More sharing options...
sniperton Posted October 25, 2013 Report Share Posted October 25, 2013 _Depot - friendly spawn zone. _Camp - friendly spawn zone. _Port - spawn point for ships _Station - spawn point for trains 'Unless you specify the spawn point through the timetable.dcg file' date=' ships will spawn on the location closest to the "friendly" edge of the map. You can specify which side is friendly to the Axis in the maps.dcg file (the Allieds will spawn on the other side).' Let me ask whether this applies to all four of them, that is, whether they all, at the same time, [b']have to be [/b]closest to the friendly edge of the map to act as spawn points? Meaning that if a _Bridge###, an _Airfield or a single city name like 'Smolensk' is located closest to the friendly edge, then that will be used as a spawn point instead (like with ships). Quote Link to comment Share on other sites More sharing options...
idefix44 Posted October 25, 2013 Author Report Share Posted October 25, 2013 Thank you Sirs, What's about the _Dropzone? Don't you miss some other key words? My purpose is to create a single map campaign from scratch, using the Normandy 3 map. Quote Link to comment Share on other sites More sharing options...
Nephris Posted October 25, 2013 Report Share Posted October 25, 2013 Most locations are explained in the dcg info file by Tailspin, which u can load in the download section here. _ dropzone triggers transport planes with paratrooper loadout to drop them. Those paras can take _dropzone locations then, even if the location got no connection to the own territory (like "we are paratroopers, we are supposed to be surrounded"; example in the Normandy44 map). A nice addition is that a player in transport planes can drop himself paratroopers above each location, very useful in dogfight mission (or mds). Quote Link to comment Share on other sites More sharing options...
idefix44 Posted October 25, 2013 Author Report Share Posted October 25, 2013 Ok, thanks. Is DCG able to manage very complicated roads network like: A to B1 A to B2 A to B3 B1 to C1 B1 to C2 B1 to C3 B2 to C4 B2 to C5 B2 to C6 Etc... Quote Link to comment Share on other sites More sharing options...
sniperton Posted October 25, 2013 Report Share Posted October 25, 2013 Two options per junction (binary branching) are OK, I positively know from experience (A to B1 and B2, B1 to C1 and C2, etc). Maybe DCG can handle even more options per junction (B3, B4, etc), I don't know. Anyway, it wouldn't be of much use. It's useless to create more routes than the number of active colums you have on the field, unless you want the enemy to advance without opposition. Quote Link to comment Share on other sites More sharing options...
idefix44 Posted October 25, 2013 Author Report Share Posted October 25, 2013 It's useless to create more routes than the number of active colums you have on the field' date=' unless you want the enemy to advance without opposition. [/quote'] The purpose is to use it in dogfight mode. Each location has a garnison at the begining and some static artillery can enforce the difficulty (ATG, AAA light or heavy, etc...). Players'll have to fly all over the map for recon and destroy this defenses. A lot of little scout vehicules don't need to many computer ressources. The ratio can be: 10 scouts 5 truck columns (3 supply + 2 artillery) 2 tanks columns Quote Link to comment Share on other sites More sharing options...
Nephris Posted October 26, 2013 Report Share Posted October 26, 2013 I write only dogfight (MDS) DCG campaigns for our event server. You can check some "road maps" on our website, where u can see the complete route system as screenshot. At main depot I often use 4 branches of one road to devide the columns into several roads, but we are using up to 40 columns per site. Quote Link to comment Share on other sites More sharing options...
idefix44 Posted October 26, 2013 Author Report Share Posted October 26, 2013 To Nephris. Thanks for the link. It's a very nice website. To manage the server in dogfight mode I use IL2SC. Each end of mission it call DCG wich create immediatly the following mission. We have stats: http://cieldeguerre.servegame.org/ The displayed score is correct, but I'm unable to get detailed stats about AI (Planes or vehicules). How do you do that? Quote Link to comment Share on other sites More sharing options...
Nephris Posted October 28, 2013 Report Share Posted October 28, 2013 We wrote an own parser, that reads the log file and generates the stats, whic hdoesnt work live, as it is no 24/7 Server but a 2x90min Sunday Evening Event. The Server Commander is for us just a managemnt tool, we dont use the stats module. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted October 28, 2013 Report Share Posted October 28, 2013 _Depot - friendly spawn zone. _Camp - friendly spawn zone. _Port - spawn point for ships _Station - spawn point for trains 'Unless you specify the spawn point through the timetable.dcg file' date=' ships will spawn on the location closest to the "friendly" edge of the map. You can specify which side is friendly to the Axis in the maps.dcg file (the Allieds will spawn on the other side).' Let me ask whether this applies to all four of them, that is, whether they all, at the same time, [b']have to be [/b]closest to the friendly edge of the map to act as spawn points? Meaning that if a _Bridge###, an _Airfield or a single city name like 'Smolensk' is located closest to the friendly edge, then that will be used as a spawn point instead (like with ships). These are in addition to the spawn point on the friendly edge. When a unit spawns, DCG will drop it at one of these special locations or at the friendly edge. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted October 28, 2013 Report Share Posted October 28, 2013 What's about the _Dropzone?Don't you miss some other key words? Sorry, yes, I forgot that one. Quote Link to comment Share on other sites More sharing options...
Lowengrin Posted October 28, 2013 Report Share Posted October 28, 2013 Is DCG able to manage very complicated roads network.... There's no limit BUT when you branch, I recommend you list them in the order of priority with the "main" branches higher in the file than the "minor" branches. DCG will check them in this order. Quote Link to comment Share on other sites More sharing options...
idefix44 Posted October 28, 2013 Author Report Share Posted October 28, 2013 Thanks Sirs for your explanations. Quote Link to comment Share on other sites More sharing options...
Riksen Posted October 28, 2013 Report Share Posted October 28, 2013 idefix44 have u ever tried this parser http://www.acebus.com/uslg/parser/ ? I know it can recognize AI deaths as well as the players one but I'm not sure if it can be connected to the IL2SC ... Just a though. If u try and it works please let us know... Hope it helps Regards Quote Link to comment Share on other sites More sharing options...
Riksen Posted October 28, 2013 Report Share Posted October 28, 2013 Nephris is there anyway you can make your parser tool available for the community? I just took a look at your site stats and I have to say that it is impressive. The amount of details and the ability to recognize and organize several missions in diferent tables is just amazing. Well, even if u dont feel confortable in doing so, I just want to applaud the great work there. Quote Link to comment Share on other sites More sharing options...
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