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#61: Re: French army mod Author: ScnelleMeyer PostPosted: Sun Aug 27, 2023 7:32 pm
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stratweg wrote (View Post):
Some things are at this time a little bit obscur for me, somes informations would be great please  Wink

I - ENGLISH TO FRENCH TRANSLATION PROBLEMS WITH TERMS IN DATEBOOK WEAPONS

Number of rounds in each burst  : What does it means ? rounds and burst are hard words to understand in french
A round is one shot/bullet, a burst is several shots/rounds in a series - for example a machinegun will fire series of several shots - Bursts.

Number of rounds per clip : same for "clip"
How many shots per magazine or clip

Number of clips : same for "clips"
How many magazines/clips for this weapon is carried

Causes backblast ? I thinks it means "blast return effect danger", but not sure
A bazooka and panzerschreck has backblast. In the game its there to have a graphical effect when these weapons fire.


II - PROBLEM TO UNDERSTAND SOME MATHS FORMULES - IN "WEAPONS"

Maths in english are really not my cup of tea Rolling Eyes

Point Blank blast radius < weapon blast radius * 0.25, minimum (same element).  Range = 0+ : What does it means ?

Close blast < weapon blast radius * 0.5, minimum 2m.  Range = 0+  : Same pb

Please ask these questions on the Matrix forums. - I dont have time to answer now.


III - PROBLEMS WITH "MODIFIERS" - IN "WEAPONS"

The range in meters that the Point Blank modifier ends
The range in meters that the Close Range modifier ends.
The range in meters that the Medium Range modifer ends.

Easy to translate, but... what are these 3 modifiers and how do they work ?

Weapons have 4 ranges were accuracy and effect (penetration) can be set in data: Point blank, close, medium, long. Here you choose how range to target will affect the accuracy of the shot.

IV - PROBLEMN TO UNDERSTAND THE GOAL OF THIS PARAMETER :
(Column N° 93 in BLUE TEAM)
Total amount of ammunition initially carried by the team.

Concerning point IV, I founded this on the CCMT MATRIX FORUM forum :
(I attached the thread, registered in html format, in a winrar file : Title of the thread was "What is total Ammo Count ?"

But due to the difficulty to translate "round", "burst" and "clip" in french, it's a little bit difficult to understand explanations


THE QUESTION WAS THAT: (Same question as I have today)
The very last row of data in the Red and Blue Teams txt files is called "Ammo Count". What is this? Is this the total rifle ammo, the total MG ammo, the total of all combined ammo? Then it says "max ammo count is arbitrary". Does that mean the field isn't all that important? [&:]
   Total amount of ammunition initially carried by the team. Range = 0 - 8000. Max ammo count is arbitrary

AND THE ANSWER WAS THAT :
It is the total ammo combined...for all weapon systems relating to whatever "line" you are looking at - If it is a "team" it is the total ammo count of all weapons systems that make up that team - And it is valuble in the sense that it lets you know how much ammo one has......in total...

For a soldiers, Start with a value of 1 and then total up the number of 'shots' he can fire with each weapon (shots = clips * rounds per clip / rounds per burst), modified as follows:
* Smoke ammo does not count.
* Multiply crewed weapon 'shots' by 20.
* Multiply grenade weapon 'shots' by 3.
* Multiply secondary weapon shots by 1/3 (i.e. divide by 3).
* Multiply mortar shots by 2.

So for a soldier with 8 clips of 30 rounds for an M16, 4 frag and 2 smoke grenades, the ammo count is 1 + (8 * 30 / 1) + (4 * 3) + (0 * 2) = 253.
For vehicles the ammo count is 1 + the sum of all the 'shots' (as defined
above) of all ammo types for all weapons on the vehicle, modified as
follows:
* Smoke ammo does not count.
* Multiply shots for the 'best gun' weapon on the vehicle by 50.

So the LAV-25 with 2 x smoke dischargers (16 x 0), 1 x 25mm Cannon w/ (3 x 150 / 6 * 50), and 2 x M240G MMG (9 * 160 / 6) = 1 + 3750 + 240 = 3991

#62: Re: French army mod Author: stratwegLocation: France PostPosted: Sun Aug 27, 2023 8:21 pm
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Ok, great : thanks for informations Wink

#63: Re: French army mod Author: ke_mechial PostPosted: Thu Sep 14, 2023 5:06 pm
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stratweg wrote (View Post):
It's also work for vehicles with RtB tool (attached image). At this time, I just modified the hull, not vanilla turret (Bradley vehicle have now a french VBCI HULL)

This VBCI has no correct length, I will do better work later : it was just a technical test (attached is the image of VBCI un WSPMBT, I used this graph)


Very cool features : the WSPMBT graphs work perfect in CCMT, you have just to rework them a little bit about size.

Thanks again for help, ScnelleMeyer, RtB works fine for vehicles


The pb is now the amount of work ! Laughing  

Does the modifications requires to modify all 17 files in a TEX ? (I just modified the first and it works in game, but perhaps I am wrong and I have to modify the 17 files)

If needed to modify the 17 tga of a TEX file, the addition will be hard : 17 files for hull + 17 files for turret = 34 files for "normal look" x 3 (normal look, snow look, desert look) = 102 files for each vehicle x approx 20 vehicles =  2040 files Rolling Eyes


It is nice that you benefit from SPMBT   Wink  Nice, good work!

#64: Re: French army mod Author: stratwegLocation: France PostPosted: Tue Oct 10, 2023 8:43 pm
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Thanks Wink  I had a little lack of time during last weeks, but work will continue

#65: Re: French army mod Author: stratwegLocation: France PostPosted: Mon Oct 16, 2023 10:13 pm
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I plane to introduce flamethrower as weapon in CCMT

Attached is the sound

I have found appropriates parameters in databook, but the pb is : how to set a correct animation flame in the game ?

I will search in azp effects, using tools, but before to begin, I would want to know if someone has already tried to work in this direction : to add flamethrower effect in CCMT.

I ask me if perhaps I could not use a flamethrower animation of CC5 or other (if there is in)


EDIT : When I unpack the Effect AZP file, I obtain a list of named with "FEX" extension.

But I am unable to open them. Any information about these files ?



FLAME_THROWER.rar
 Description:

Download
 Filename:  FLAME_THROWER.rar
 Filesize:  166.87 KB
 Downloaded:  43 Time(s)


#66: Re: French army mod Author: ScnelleMeyer PostPosted: Tue Oct 17, 2023 4:44 am
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I believe the CC5 for CCMT mod has flamethrowers, so you can check its data. If I'm not mistaken the graphics for flamethrowers are already in the graphics files. In the Effects.azp. so there should be no need to edit anything graphically. There is a tool (command line) to unpack .fx files. I don't have time to describe now, but its in the DL section and more instructions are fou d if you search in the modding forum.

#67: Re: French army mod Author: stratwegLocation: France PostPosted: Tue Oct 17, 2023 7:23 am
    —
Ok, thanks : I founded it

http://www.closecombatseries.net/CCS/modules.php?name=Downloads&op=getit&lid=571
 
But seems to be a old dos program, and it does not open on my OS (it opens just one second a little dark windows, that closes itself immediatly without any explanation message).

EDIT : Tried with Dosbox : Dosbox works correctly with this CCFx tool, but I receive a windows message that says this program can't be lunched in DOS mode.

Seems :
1- It's not a dos program
2- It doesn't run under my OS (W7) - Tried compatibility mods, etc = no different result

#68: Re: French army mod Author: sample PostPosted: Tue Oct 17, 2023 3:26 pm
    —
stratweg wrote (View Post):
Ok, thanks : I founded it

http://www.closecombatseries.net/CCS/modules.php?name=Downloads&op=getit&lid=571
 
But seems to be a old dos program, and it does not open on my OS (it opens just one second a little dark windows, that closes itself immediatly without any explanation message).

EDIT : Tried with Dosbox : Dosbox works correctly with this CCFx tool, but I receive a windows message that says this program can't be lunched in DOS mode.

Seems :
1- It's not a dos program
2- It doesn't run under my OS (W7) - Tried compatibility mods, etc = no different result


you can check Mafi's excelent tools here:

https://closecombat2.hpage.com/guidelist.html

https://closecombat2.jimdofree.com/tool-downloads/

RtBTool - it works on Win XP and Win 10 OS

regards,

\m/

#69: Re: French army mod Author: stratwegLocation: France PostPosted: Tue Oct 17, 2023 3:52 pm
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Thanks a lot for links, I run to download  Wink

#70: Re: French army mod Author: stratwegLocation: France PostPosted: Wed Oct 18, 2023 4:55 pm
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Another data questions, please : Not translation pb, just logical pb :

FIRST QUESTION :

In WEAPONS, we have col 111 : "HOW MOUNTED", with choices :

0=MAIN
1=HULL
2=COAXIAL
3=AA
4=REAR

IN VEHICLES, We have some columns concerning the "mount" : 6,7,8 (hull guns) and 61,62,63 (turret guns)

If in "WEAPONS" (col 111) I set a weapon as "hull mounted" (code=1), have I the obligation to set this weapon as "hull weapon" in VEHICLES ? (col 6,7 or 8)

I think the answer is "yes" but I prefer to ask for a specialist in ccmt modding, I am now just student Wink  

SECOND QUESTION
IN VEHICLES, We have columns concerning the "mount" : 6,7,8 (hull guns) and 61,62,63 (turret guns) : a vehicle may have max 6 guns

This question has 3 mini questions in :
a/ May a vehicule have no weapon ? (code = -1 for the 6 columns)
b/ Column 117 in VEHICLES is named : "Number of mounts" : I think it is the number of weapons that have the vehicle. Is-it right ?
c/ If a vehicule may have 0 weapon (code=-1 in all col 6,7,8,61,62,63), is it allowed to set the col 117= 0 ?


It would be usefull to my project to create units like drones reco without weapons but heavy armored (protection) parameters : I will create some vehicles with very fast speed without any weapon and hard to shot = drones (the high protection will replace the "invisibility" Razz
These drones would be with very little graph and not easy visible on map...

And in addition, there will be attack drones with AT capacities...

Also interessant to create Ambulance medical APC with transport capacity for teams that are haevy damaged

CCM has really increadible modding possibilities to (try to) modelize modern combat conditions ; we have just to add some little "house rules" vs AI : very interessant way

#71: Re: French army mod Author: stratwegLocation: France PostPosted: Thu Oct 19, 2023 2:11 pm
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up for Schellemeyer  Wink : just in case you missd my above 2 data questions

#72: Re: French army mod Author: ScnelleMeyer PostPosted: Thu Oct 19, 2023 8:05 pm
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Hi again, looks like you are really taking on modding this game in a lot of creative ways. Looking forward to trying your mods when they are ready.

OK, first question:
I don't know - why dont you try it and see how the game behaves - if its running or you get a crash or whatever.

Second question:
a) Yes, have you not noticed the unarmed trucks and cars in the stock game?
b) No, this is either 1 or 2 -look at the entries of the stock game. If you have turreted vehicle its 2, if its for example a gun its 1.
c) I don't know - again you can test it and see for yourself.

#73: Re: French army mod Author: stratwegLocation: France PostPosted: Thu Oct 19, 2023 8:25 pm
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Ok, thanks for reply Wink

About first question : You are right, I will try and see (but I hate crash games, it's each time a trauma : I am a very carefully modder Razz )

About second question :Your are right again, it's was a "student mistake" of my part : you had already answered for col 117 VEHICLES and I had forgotten the answer, I found it again in my notes : Col 117 VEHICLES  does not mean "total of mounted guns" as I though, so my question has no any logical  sense

And yes, the generic mod will give CCMT a very different "way of game" : after lot of games vs AI on different maps, I know how AI work and I will adjust all parameters to test and see how AI works with my parameters

And thanks again, your modding help is very usefull, I am now in better conditions to understand the global modding process in CCMT and to try new ways for this game Wink



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