Post news Report RSS Mech Commander Omnitech 484

Possibility for non-linear campaign. Some new mechs, copters, buildings. Project bridge started...

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EDIT: Syntax error from the start of Exodus campaign fixed

List of all changes since 424:


MECHS
Jaegermech model fix, new mech model Jaegermech3.
Hunchback2c model fix.
New Copter model - Assault Copter (45t).
Sunder mech redesign - 300 polys less, shadow model 1000 polys less, better texture, 9 weapon nodes and
corrected pivot points, new animation.
Bear Transport copter added.
New Broadsword model.
New copter VTOL.
New air unit - Karnov.
Redesign of Warhammer 2C mech (2000 lesss polys, shadow model 400 polys, 7 weapon nodes, new animation)
New mech Archer (9 weapon nodes) in place of Blood asp 2. Blood Asp 2 removed from the game.


BUILDINGS
Redesign of old Hangar model - passability map fixed.
New MediumAutocannonTurret with shot animation - old model replaced.
New Hangar model.
New PPC turret - animated shot.
New Heavy AC Turret - animated shot.
New Pulse Laser turret. Sound for LargeLaser and HUA Cannons changed.
New Rapid Fire Turret with rotating fire animation.
3 NEW buildings - old buildings dressed in my SET1 texture, Com Tower, RP Building and Weapons facility.
New buildings: bridge2, bridge2_side, bridge2_side_opposite, bridge3.
New models: Kurita HEavy Gate, Wall, Post; Medium Gate, Wall, Post; Light Gate, Wall, Post.


GENERAL CHANGES
New setformated text function for use in ABL scripts with char "#" end of line. command settextmsg chaned to use
new function. Old function remained for use in editor.
Mech Jump distance is now showing real jump distance instead of constant 125.
Options screen changed. Player can set and force one of supported resolutions. Mission mw2_n_7 fix.
MechCamera zoom fixed.
New medal awards. Fixed model scaling in Mission briefing screen.
New weapon "Explosive" - fire one explosive round from very close range - for sucide vehicles. New suicide Fuel Truck,
with Explosives. Moves to enemy unit and when close fires explsoves that will detonate and explode.
Projectile speed for balistic weapons increased.
QuickLaod support state fixed. A_0_2 mission fixed - Centurion is fallen.
Bugfix - when salvaging mech with ActiveProbe with destroyed sensor, probe will try to adjust sensor range of
destroyed sensor - causing error - fixed.
Salvaged mechs with destroyed leg will limp (leg is not auto-repaired during recover). If both legs are destroyed
one must be repaired.
If repair truck empty - set cursor to no repair.
New feature added for buildings (for repair bays that should stay open when empty). Line added in building fit file
for those objects only: b CloseEmpty=false. Default value is true. 2 files changed frepbay.fit and frepbay2.fit
Mech power-up after salvage delayed 1 second.
Obsolete code segments for some old graphic cards removed.
When ordered to repair in mech bay unit speed is run. When ordered to repair unit Repair truck speed is run.
When ordered to capture unit speed is run.
Active Probe bug fixed. Only hapens when using mech with active probe at random. Salvaged mechs with destroyed sensor
have no sensor after salvage.
New mechicon set by Aetrion: (BloodKite, champion, Crusader(NEW), Gladiator(NEW), Hades(NEW), Highlander, Naga,
Salamander(NEW), Sunder, Thunderbolt(NEW), Zeus, Thanatos and FireWraith (NEW)). After mission pilot review area
skill atribute meters changed.
Key_I assigned to info_tab button.
Buildings.csv changed, Landed Broadsword and Cargo Dropship (vehicles) moved from air units to vehicle and vehicle_prop
categories. All air units have their flight level 3x.
HELICOPTER_FACTOR changed to 50 to center slection box to new flight lavel.
Mech fallforward and fallbackward DAM models are not used any more. The game will use last fallen state of mech object and
just change texture on it.
Player ejection command from parked mechs and aircrafts will leave those units without pilot and parked.
Mech damage transfer after mission changed. HAC Turret and Pulse Laser Turret fix.
Random RPs for RP Buildings that have ResourcePoints = 1 in the FIT file.
Random RPs for all RP buildings - number between 0 and max RPs.
Bug caused with 455 fixed - mech animation after salvage.
Icons for vehicle pilots were set to 26 the same icon, it will take icon number defined in pilot file now.
Artillery, minelayer, recover and repair pilot files fixed - picture index 26. Code fix.
NEW versions of corebrain and pbrain files - player refit truck now auto repairs all players and friendly mechs within radius if idle.
Refit truck AI fix - repair only if mech is idle.
Number of game objects that can be loaded in mission is now up to 50.000.
Info about game resolution added to main menu screen. All main manu FIT files changed - added text box.
MCUI_Universal3.tga with fix when both infowindow and objectives are open.
Line of sigt changed - calculated per cockpit position. Line of fire changed - every weapon node position has its
own line of fire. MaxVisualRange changed to 500 (400).
Hangar fix. New Kurita medium wall and post. Centurion wrong smoke node name fix.
Project Bridge started - Mech walk over the bridge implemented. New object Bridge2 implemented for testing.
Second icon set from Aetrion: Centurion (mixed with my icon), Dragon, Grizzly (NEW), Jaegermech 3 (NEW - moded by
me), Jenner 2C (NEW - moded by me), Lupus, Ranger (NEW - moded by me), Warhammer 2C (NEW).
New icon set by Aetrion: Arcer - mech, Assault copter, Bear Karnov, VTOL.


ABL COMMANDS
- hirepilot(pilotFileName)
Effect: Add pilot to players roster; Example: hirepilot("pmwlynx");


- addnewpilot(MechID, "pilotFileName", "brainFileName");
MechID - part id for mover (getunitmates(squadID)) from squad ID.
pilotFileName - name of the pilot file (pmwlynx).
brainFileName - name of the brain file (pbrain, dredattack01,...)

Effect: Create new pilot from file and add to selected mech. It also sets the brain file.
If the pilot exists it will overwrite the pilot. DO NOT add pilots that are used in SP campaign before, it will erase
all accumulated experience. Use only to add new pilots. If the pilot is already on players roster, pilot icon will
not change. Must use script to remove mover from player then add it back after calling this collmand eg.:
addnewpilot(Commando, "pmwgator", "pbrain");
addmovertoplayer(Commando, 0, 2); //remove commando from player roster and add to allied team
addmovertoplayer(Commando, 0, 0); //add commando to player roster


(the same as addnewpilot but can be used for players units only - sets pilot icon correctly)
- addnewpilottoplayer(MechID, "pilotFileName", "brainFileName");
MechID - part id for mover (getunitmates(squadID)) from squad ID.
pilotFileName - name of the pilot file (pmwlynx).
brainFileName - name of the brain file (pbrain, dredattack01,...)

Effect: Create new pilot from file and add to selected mech. It also sets the brain file.
If the pilot exists it will overwrite the pilot. DO NOT add pilots that are used in SP campaign before, it will erase
all accumulated experience. Use only to add new pilots. Allied team must exist in mission and muste have at least one unit.


- numfriendswithinradius(PartID, radius);

PartID - part id for mover (getunitmates(squadID)) from squad ID (or -1=self for use in warrior brain).
radius - radius around unit to look for friends.

example:
num_friends1 = numfriendswithinradius(Commando, 600.0);


- numenemieswithinradius(PartID, radius);

PartID - part id for mover (getunitmates(squadID)) from squad ID (or -1=self for use in warrior brain).
radius - radius around unit to look for enemies.

example:
num_enemies1 = numenemieswithinradius(Commando, 500.0);


- ablprint("FileName", AnyValue);

For debugging in ABL scripts.
FileName - Name of the file that will be created in data folder.
AnyValue - any variable or value you want ot print to file, chars or strings must be "example_text".

example:
ablprint("Friends1", num_friends1);
ablprint("Enemies1", num_enemies1);


- isrefit;

Return value: true if mover is refit vehicle. For use in warrior brain file.

NEW ABL command:
autorepairwithinradius(PartID, radius);

PartID - part id for mover (getunitmates(squadID)) from squad ID (or -1=self for use in warrior brain).
radius - radius around unit to look for friendy units that need repairs, if no enemies around.

Repair all damaged friendly mechs within radius if no enemies around.
example:
autorepairwithinradius(-1, 500.0);

- ABL command:
setunitforcegroup(PartID, new_force_group);

PartID - part id for mover (getunitmates(squadID)) from squad ID.
new_force_group - number between 1 and 9.



5 campaign global variables created - 0,1,2,3,4 (last throug the entire campaign). To access those gloabal variables:

- setcampaignglobalvar(VariableNumber, VariableValue);

VariableNumber - number of global avriable (5 for now = 0,1,2,3,4).
VariableValue - integer value to be set to selected variable.

example:
setcampaignglobalvar(0, 3);

- getcampaignglobalvar(VariableNumber);

VariableNumber - number of global avriable (5 for now = 0,1,2,3,4).
return value - value stored in selected global variable.

example:
GlobalVarValue0 = getcampaignglobalvar(0);

Post comment Comments
Cod_Fish
Cod_Fish - - 103 comments

Is it playable on windows 8?

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magicX Author
magicX - - 152 comments

I dont know about win 8.

It is playable on win XP, win 7 (32 and 64bit).

Four people confirmed that it works on win 8.1

No compatibility nor anything, just plain and simple install.
Only requirement is VC++ 2010 redistributable (x86 version) - it can be found in REDIST folder.

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gdav
gdav - - 3 comments

hi!I still can't start exodus camping, there are no start button. This is sad

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magicX Author
magicX - - 152 comments

Please take a screenshot of the main menu and of the campaign menu.

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magicX Author
magicX - - 152 comments

Resolution autodetect is not working correctly.
Check your desktop resolution (check your max desktop resolution by right clicking anywhere on the desktop and selecting "Screen Resolution")
From the MCO Main Menu go to Options.
Check "Force Resolution" and select one of the resolutions from the combo below (make sure that your monitor can support selected res).
Click Accept and restart your game...

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gdav
gdav - - 3 comments

It's not working, man.
My resolution is 1280*800 and one that match with game is 1024*768
But even when I choose that res it"s the same story(((

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magicX Author
magicX - - 152 comments

Check your personal message...

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robertshakal
robertshakal - - 1 comments

ok so i have the same issue but i did check the resolution and forced it to 1024x768 of which my monitor specifically supports. can you lend a hand?
Imgur.com
intel i3 w/ nvidia 8800gtx-dual monitors
win 10 home 64bit

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magicX Author
magicX - - 152 comments

Please force higher resolution, your monitor should support one of the higher resolutions.

Do you have dual graphics?

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GhostBearAssault72
GhostBearAssault72 - - 29 comments

How do you make the campaign non-linear?

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magicX Author
magicX - - 152 comments

5 campaign global variables created - 0,1,2,3,4 (last through the entire campaign). To access those global variables:
NEW ABL command:
setcampaignglobalvar(VariableNumber, VariableValue);

VariableNumber - number of global variable (5 for now = 0,1,2,3,4).
VariableValue - integer value to be set to selected variable.

example:
setcampaignglobalvar(0, 3);

NEW ABL command:
getcampaignglobalvar(VariableNumber);

VariableNumber - number of global avriable (5 for now = 0,1,2,3,4).
return value - value stored in selected global variable.

example:
GlobalVarValue0 = getcampaignglobalvar(0);

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wolfman-x
wolfman-x - - 120 comments

non-linear means a mission can depend on an event/action from another mission represented by the flag set. Such flags readable and editable in any mission of a campaign are described above.

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