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Comment History
Xamot
Xamot - - 26 comments @ Customizable skirmish and FPS mod

Does this even work anymore ? Every time I try and start a map I get the checker board white and black square sky. They tel me on steam thats a map issue ??

Good karma+1 vote
Xamot
Xamot - - 26 comments @ Getting the Revival Script to work with newer versions of AS2

Hey WElcome back !!

Any chance on getting a new version of Revival Mod alone by itself, or maybe one with the radio reinforcements, that was really great

Thanks

Good karma+2 votes
Xamot
Xamot - - 26 comments @ Dynamic Campaign Generator (DCG)

Hi Zeke, I just wanted to say that I for one really appreciate the work and time you guys all put into this mod. Not just this version but all versions for the different MoW releases. Single Handed this propelled the game over all else. I only hope that you guys haven't given up and will continue to support the franchise.

Thank You, and the best to all the Team

Good karma+2 votes
Xamot
Xamot - - 26 comments @ Dynamic Campaign Generator (DCG)

I gather this no longer works with the latest version of MoW AS2 v3.250

Hopefully thats the problem otherwise the executable crashes as soon as it attempts to start

Good karma+1 vote
Xamot
Xamot - - 26 comments @ Men of War: Assault Squad 2

alright people, nothing to see here.... move along, these aren't the mods you're looking for !

Good karma0 votes
Xamot
Xamot - - 26 comments @ Getting the Revival Script to work with newer versions of AS2

I was kinda hoping you were more active lately but I guess the patches really messed things up ?

Good karma+2 votes
Xamot
Xamot - - 26 comments @ Dynamic Campaign Generator (DCG)

That sux Jason1 but we will all keep our fingers crossed that you will prevail. I really want to see the DCG work for AS2. Heres hoping all the hard work will be rewarded

Many thanks to all the team

Good karma+3 votes
Xamot
Xamot - - 26 comments @ Getting the Revival Script to work with newer versions of AS2

I wish I could get a good working "revival Script with either Helper mini mod or radio mod ? No MLG ! no Jamming !! I don't know why but my game has more crashes and bad save files than ever, and Jamming is unfortunately directly responsible for a lot of it.

Good karma+2 votes
Xamot
Xamot - - 26 comments @ (OLDLAG)Radio+MLG mod 1.2.3! only works for 3.126

Well maybe, but it stopped doing it now. I disabled Jamming Mod and at first it didn't make a difference, see some of the soldiers in the game still had that info in their entities. After a couple of saves and a few tweaks the saves stopped acting up and now the game saves and restores like nothing was ever wrong. Its most certainly tied in with the Jamming Mod and that Weaponry section "if" a soldier dies while that's active in his entity the game freaks out and can't process that

Good karma+2 votes
Xamot
Xamot - - 26 comments @ (OLDLAG)Radio+MLG mod 1.2.3! only works for 3.126

Yea, it does seem that way HAHAHA.

But first off, we are really lucky in the fact that the "Devs" continue to support their games and the community. A lot of companys DON'T!

Secondly, I must say that the newest patches have made the play ability much much better at least for SP. I opted into the new beta yesterday and so far its been good.

OK, no I didn't seemed to have problems before I downloaded your bundle pack here. a) I started using your revival script a ways back and we had lots of discussions back in the older forums.
b) I never got into your jamming script at all, don't know why
c) I never got your MLG script either because I did not know what it was?? looked like a force field, too spacey for me !

So I wanted your radio guys and revival and grabbed this pack, and that's when the reload problems started. Good news I have been able to "fix" the saves, Bad news it takes a lot of perseverance and scrolling to do so, and I get frustrated just like any other 'modder'
But hey if we didn't enjoy it we wouldn't do it right ??

Good karma+2 votes
Xamot
Xamot - - 26 comments @ (OLDLAG)Radio+MLG mod 1.2.3! only works for 3.126

OK got it, under the player number, and the MID number and Able or not there is a "Weaponry" section. If I delete that the save works. Some just seem to have the reload part and that works I think. But I was deleting it all in testing and only notice a few others later that didn't seem to make the save crash. Deleted everything between {Able and {Chassis, I'm betting its the Accuracy part

Human "mp/ger/sturmovik" 0x96ea
{Position 2532.31 -2121.16}
{xform zl 107.49 y 1.51}
{SpawnedInFog}
{Extender "vitality"
{Dying}
{Health
{current -32.538}
}
{Stamina
{current 0}
}
}
{Interaction
{Flags "revival_script_enabled" "gun_jamming_enabled" "ingame_jam_modifiers" "winter_sound" "terrain_influence" "random_fix_timer" "hangfire" "cant_move" "jam_fix_animations"}
{Calls
{6269 0.253}
{6330 48.107}
{5886 16.016}
{3231 0.115}
{3234 0.115}
{3236 0.115}
{3641 589.913}
}
}
{DisableObstacles}
{Player 1}
{MID 648}
{Able "-select" "personage"}
{Weaponry
{State
{Ammo "weapon_bullet"
{reload}
}
{AccuracyByMotion
{value 0.818805}
{prevposition 2545.83 -2123.47 13.1702}
{prevdirection 0.886476 0.160222 0.434155}
}
}
}
{Chassis
{MovementMode 2}
{MovementSpeed 0.02625}
}
{NameId 77 79}
{Cover
{sector 2532.31 -2121.16 {type "hide_stand"}
{wall 2606.52 -2105.1 2500.4 -2138.56}
{row 0}
{link 0xe1a0}
}
}
{LastDyingAnimation "stand_die_spot_1"}
{FsmState "dead"}
}
{Entity "sg44" 0x96ec
{Extender "stuff"
{Item "sg44" filling "pistol" "ammo" 26}
}
}

Good karma+2 votes
Xamot
Xamot - - 26 comments @ (OLDLAG)Radio+MLG mod 1.2.3! only works for 3.126

ok here is the error in question

"spawn human[136:mp/ger/mgun]"

I had a screen capture, but cant get anything but text working here

p.s. It might have something to do with the "Interaction" lines in their entities. Most dead guys have a line about revival script enabled and numbers. However two of the mgunners I found were {Dying} instead of {Dead} and they had a whole string of stuff about weapons jamming and not being able to move (cant imagine why ?? they're dead) and a lot of other stuff I cant remember now.

p.p.s. No that didn't work, changed them both from dying to dead, I'll keep looking

Good karma+2 votes
Xamot
Xamot - - 26 comments @ (OLDLAG)Radio+MLG mod 1.2.3! only works for 3.126

Sorry Sonne2, I presumed because we were in the AS2 forums that was a given. But Yes ! Men of War Assault Squad 2 ONLY, all dlc's except modern. Fully patched.

Good karma+2 votes
Xamot
Xamot - - 26 comments @ (OLDLAG)Radio+MLG mod 1.2.3! only works for 3.126

Edit: Oct 20

maybe a potential problem, not sure, but I have been having nothing but problems reloading saved games since using this new script. So far the only thing I can say for sure is it has to do with mostly AI dead or maybe "dying" ones. Going into the "mission" file in a save game folder and deleting some of the extras in the dead guys "entity" will finally get the save to work. It is a trial and error and I'm trying to nail it down. But at the moment no save game has reloaded perfectly.

Anyone else having this problem ??

Good karma+2 votes
Xamot
Xamot - - 26 comments @ (OLDLAG)Radio+MLG mod 1.2.3! only works for 3.126

Sonne2 I have yet to find this anywhere ?

"to make a radio effect on sound, goto latest version of audacity-effects-equalization--> select curve which is at the bottom ->walkietalkie"

Could you tell me in a little more detail which folders to start in
please and thanks for the great work for MoW AS2

Good karma+2 votes
Xamot
Xamot - - 26 comments @ Sonne2's Revival Script 5/18(Switch Sides Edition!)

I'm sorry Sonne2, I tried, but got no wheres fast. I have never used the editor before, and although I used F3, it didn't do much. Create a map doesn't seemed to be the place.
How to load a mission?
how to load a saved game? (all my work with this script up to now was on one map, in bonus maps, called River Bend.
How do I check the revived players colors? how to check the "ables" and where are they , never found them?

Good karma+1 vote
Xamot
Xamot - - 26 comments @ Dynamic Campaign Generator (DCG)

I'm am really, really stoked waiting for this first release of DCG for Assault Squad 2, I cant tell you how looking forward to your glorious work I am ! Many thanks to all the team and everyone from testors to ideas people

Good karma+1 vote
Xamot
Xamot - - 26 comments @ Sonne2's Revival Script 5/18(Switch Sides Edition!)

Thanks Sonne2 I really appreciate the work or help that you do, and I want to help you "if I can" explore new areas of this as well !

ok ! forgive me the "wall of text" coming your way please

1) specific mission script; I am not 100% sure how to answer this, this is my best guess. The missions of course all follow the settings laid down and not sure where all the strands come from, but I do know that the "mission.scn" file in a games "save" file allows me {the modder} to change things the way I want to, like what ammo or gear my trucks hold, or what to give my soldiers. I have created entirely new units from nothing. I learned a lot, about the game just by trial and error.

The one thing I do know is that this file holds all the units in a save game, and I can change anything from one player to another. When a game first starts, first thing to do is save! There are now units in the "mission.scn" file that have spawned for you, that are scripted for the enemy, and ones specifically for you to buy as the game progresses. These last ones are the ones in question. Normally they start out as {player 2} units, with the line {SpawnedInFog}. So they are there at the edge of the map so to speak waiting to enter if you buy them. once purchased and they roll into the map they change from {player 2} to {player 0} and they revert to your control.

I can go into this file and resurrect the dead literally and bring them back into the game. Find a dead guy, delete the lines referring to death and change him from 2 to 0 and bang he is mine now. The hardest part is getting him from where he was killed under fire to somewhere safe so I can equip him again before they shoot him dead the second time. I have done this to dozens at a time, hundred maybe ?? "this I call FUN" and spend hours doing it. So your script allowed me to do this with out using the "mission.scn" file, at least it did !

Now before leaving this answer there are exceptions ! Sir Hinkels maps and missions seemed to use {player 2} as the user, why I do not know. so there is some where else where this is determined before the map mission starts I have to be aware when I change things in the file.

2) Does this happen in other maps non-skirmish?; not that I am aware, first because the only other maps I have played were co-op skirmish in lan play before I started really modding this game, and have not played others.

3) What happens when you try to revive your ally?; last off using your script the ally wounded would recover and continue on as normal, but still under my ai allys control NOT mine ! (here is where I hoped to use this script of yours) So I have to use the "mission.scn" file to bring these guys under my command. why ?? good question, funny you should ask! I take the "wounded" back to starting area, most of them lost their guns and helmets when they got shot, and I recreate units from the survivors, this is realistic, and like playing with my army soldiers when I was a kid. Units (allys) getting torn up in battle, some being helped with my medics and surviving the return to starting area or my lines, or my "first-aid" posts what ever you wish to name them is harder then the actual mission. these guys died under enemy fire, and medics run the guantlet of fire to help them, sometimes the medics join them, Truth is a lot of medics get resurrected either way! Same with recovering wrecked vehicles, A lot of the "excitement" is the journey to these units and bringing them back, safe to fight again, mostly my allies destroyed stuff.

4) Press F3; not sure where you want me to press F3, in game?, in editor?, and I have never played in the "ables" tables.... ha a poor attempt at a joke. Anyway thats all for now sorry hope it all helps

Good karma+1 vote
Xamot
Xamot - - 26 comments @ Sonne2's Revival Script 5/18(Switch Sides Edition!)

Now remember this is "skirmish" play I use. Based on "terminator mod" so I play as "0" my ally is "2" and my Enemy is "1" but he also has an ally or enemy two but I never see any player 3 or above it always seems to be player 1 in the mission file.

So you're saying that there is no way to script the file to switch player 2 dead to mine. I thought all those lines

"{if rand 1.0 {set "player 0" 1}} ;If revived, they will choose Player 0.
{if rand 1.0 {set "player 1" 0}} ;If revived, they will choose Player 1.
{if rand 1.0 {set "player 2" 0}} ;If revived, they will choose Player 2.
{if rand 1.0 {set "player 3" 0}} ;If revived, they will choose Player 3.
{if rand 1.0 {set "player 4" 0}} ;If revived, they will choose Player 4.
{if rand 1.0 {set "player 5" 0}} ;If revived, they will choose Player 5.
{if rand 1.0 {set "player 6" 0}} ;If revived, they will choose Player 6.
{if rand 1.0 {set "player 7" 0}} ;If revived, they will choose Player 7.
{if rand 1.0 {set "player 8" 0}} ;If revived, they will choose Player 8.
{if rand 1.0 {set "player 9" 0}} ;If revived, they will choose Player 9. " were to set the players you wanted to switch. WoW i'm way off baseline here

Good karma+1 vote
Xamot
Xamot - - 26 comments @ Sonne2's Revival Script 5/18(Switch Sides Edition!)

no, that's stops all switching. But when I tried different number combinations to change it, it always seemed to switch enemy units never ally so I gave up after awhile and disabled the script. What you are looking at, from pastebin was when it was last enabled and player 1 was the only one switching!

Good karma+1 vote
Xamot
Xamot - - 26 comments @ Sonne2's Revival Script 5/18(Switch Sides Edition!)

Here it is enabled and reviving Enemies wounded {player 1} to mine {player 0}

Pastebin.com

currently I have the script disabled ingame

Good karma+1 vote
Xamot
Xamot - - 26 comments @ Sonne2's Revival Script 5/18(Switch Sides Edition!)

I can't believe this is so hard. The script works, but It only revives my enemies to my side. My ally stays as is.

In the game I am usually {player 0}, and my ally is {player 2} and so is any units that I can buy or spawn before they enter the game. When they cross over the border and into the map they switch to {player 0} and I can use them.

At first the revival part worked great, but nobody switched sides. Then I noticed a German enemy who had been revived had joined me, that's when I noticed the change. Usually of course when they revived one of their wounded they then shot him again, so it took awhile to see this first hand. Since I have tinkered with the script and changed numbers willy nilly, I have turned switch off, or the enemy continues to switch, but have not once got my allys to join me, what am I doing wrong??

Good karma+1 vote
Xamot
Xamot - - 26 comments @ Sonne2's Revival Script 5/18(Switch Sides Edition!)

Thanks again Sonne2, I almost did it right, good thing you did it for me, "that" might have ruined my game : )

Good karma+2 votes
Xamot
Xamot - - 26 comments @ Sonne2's Revival Script 5/18(Switch Sides Edition!)

Thanks Sonne2, no it didn't ruin anything for me, so don't worry about that, I know the risks of modding, and certainly wouldn't hold anyone else to blame but myself for bad code. But I am still not 100% sure where this works.
1)What do you mean by "main menu" ?
If you mean the revival script what part, very top doesn't look right there, at least where I am looking.
2)On line 422, it says "{on "main_menu" ;#MENU, TO TURN ON AND TURN OFF THE SCRIPT OR MINIMODS -Sonne2

So I placed it further down below "{if rand 0.85 {set "near_death_animation" 1}} ; 1 Enables, 0 Disables Near_Death Animations."

if it works it works if it don't back to the drawing board

Good karma+1 vote
Xamot
Xamot - - 26 comments @ Sonne2's Revival Script 5/18(Switch Sides Edition!)

I forgot to grab link, but think I found it, just hope it makes sence to you

Pastebin.com

Good karma+1 vote
Xamot
Xamot - - 26 comments @ Getting the Revival Script to work with newer versions of AS2

great work Sonne2, a "must" for every battle. Could you explain the workings of the "switch sides" during revival of casulties ?

Thanks

Good karma+1 vote