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August 30th, 2005, 11:18 PM
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Private
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Join Date: Aug 2005
Location: West Tennessee
Posts: 17
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Blowing bridges
I'm not having any luck getting AI pioneers to blow some bridges. I remember it was done in some of the SPWW2 scenarios though. Anyone know a sure fire way to accomplish this?
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August 31st, 2005, 12:29 PM
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Private
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Join Date: Aug 2005
Posts: 21
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Re: Blowing bridges
203mm arty works well . . .
. . . I've never had much luck blowing bridges with engineers in any SP game.
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August 31st, 2005, 04:44 PM
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Sergeant
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Join Date: Jun 2005
Posts: 358
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Re: Blowing bridges
is this part of a senario?
If it is, by about 6-8 Ammo dumps and deploy tehm on the bridge.
Then set their crew to 0.
On game turn 0, they'll all go Bang, and the brdige "should" be dropped.
I'm trying to get this sort of unit put into the UN OOB along with alot of other stuff for senario desginers at the moment.
Here's the thread with the UN OOB I'm proposeing, have a look.
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
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August 31st, 2005, 04:55 PM
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Corporal
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Join Date: Jun 2005
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Re: Blowing bridges
As part of s scenario, I`ve used the system listy mentioned. By setting it to a reinforcement, the bridge "should" drop at a desired time. Something I`m hoping to implement in a scenario soon.
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September 1st, 2005, 03:59 AM
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Private
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Join Date: Aug 2005
Location: West Tennessee
Posts: 17
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Re: Blowing bridges
Thanks for the positive input guys, looks to work well enough.
Now that this little hitch is fixed...time to test the scenario. Anyone interested please PM me.
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September 1st, 2005, 12:46 PM
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Captain
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Join Date: Jun 2005
Location: 40km from the old frontline
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Re: Blowing bridges
dita:
File through the posts in here, but I'm quite sure of reading a post about reinforceing units with crew=0 "dying" on turn 0 and not later.
If you have contradictory evidence on that, all the better!
I'll look further into it.
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September 1st, 2005, 03:28 PM
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Private
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Join Date: Aug 2005
Location: West Tennessee
Posts: 17
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Re: Blowing bridges
Plasma,
Pretty sure you're right. I tried getting crew=0 vehicles and ammo dumps to enter at later turns, but they never appear...because they are dead already. Only worked for turn 0.
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September 1st, 2005, 03:31 PM
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Sergeant
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Join Date: Jun 2005
Posts: 358
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Re: Blowing bridges
They do go on turn 0 everything I've tried points to that, including Unloading a unit, re-enforcement Para-dropping, everything. Turn 0 =BANG
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September 1st, 2005, 06:49 PM
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Corporal
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Join Date: Jun 2005
Posts: 84
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Re: Blowing bridges
When I get crew=0 on ammo dumps to enter on a turn other than 1, they do appear, but, alas, no explosion. They just appear in their destroyed status.
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September 6th, 2005, 01:29 PM
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Private
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Join Date: Jul 2005
Posts: 40
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Thanked 2 Times in 2 Posts
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Re: Blowing bridges
You could try stationing an enemey pioneer unit with a slot 1 weapon capable of dropping the bridge with 1 shot of ammo.
Set the reaction turn to the turn you want the bridge to be blown.
Then set a unit of yours (ie. not one you want to use in the scenario LOL)to enter as a reinforcement on the hex where you want the bridge to be dropped.
In theory this should trigger the enemy pioneer unit to attack the unit in the hex with a big bridge dropping weapon.
If you edit the sacrificial unit to have cost 0 if poss and speed 0 it will not count against you in the scoring and will not be able to escape. A crew of 1 will ensure no crew running about the map.
In fact, if you want to drop bridges a lot, you could create a new unit for it (ie one to appear to trigger the pioneers to attack the bridge) in mobhack which could have big size to ensure it is attacked and you could use a small icon (or maybe ammo crate icon to represent the demo charges?) to prevent a big ammo dump materialising out of nowhere like some kind of kamikaze tardis.
Kamikaze Tardis.....
Now that could be a useful weapon....
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