TCL Scripts
Moderators: Lone Wolf, Snake Man
-
- F4ITDG
- Posts: 131
- Joined: 2005-04-16 22:01:01
- Location: Israel
TCL Scripts
Hi all
We are working on an IsraeliTheater Update.
I Already finished a New third Campaign(Sheleg War-1982).My Plan is to Create from Scretch a "Yom-Kipur-1973" Campaign...as well as "Six Days War" Campaign(Will replace the Fictional one)...
....Ground Units have been located in the SHELEG Campaign Manually.....---meanwhile i got understanding the TCL For Campaign.
Is anyone here Got or created any New TCL scripts for Campaign ?
Second question: I looked over the TCL Sites...Trying to understand how to create my own TXT Files.....---I don't have much time at Daytime to learn it due intensive Work....So---things go slow in that manner....My thought is to create TXT File for TCL Locating Armored Merkava1 (For Sheleg War)...and Another TXT File for Armored Centurion (For Yom Kipur & Six Days War Campaigns) as well with T72 For the Syrian/Egyptian Troops.....How i'm doing this??
meanwhile I Used PMC TCLs for locating the Infantry ,Engineering,Artillery....BUT I Missed these Mentioned Units....
I hope to get here some help with this Interesting & Powerfull Tool ....it really save a lot of time on Campaign'ing.
Thanks!
Peled.
We are working on an IsraeliTheater Update.
I Already finished a New third Campaign(Sheleg War-1982).My Plan is to Create from Scretch a "Yom-Kipur-1973" Campaign...as well as "Six Days War" Campaign(Will replace the Fictional one)...
....Ground Units have been located in the SHELEG Campaign Manually.....---meanwhile i got understanding the TCL For Campaign.
Is anyone here Got or created any New TCL scripts for Campaign ?
Second question: I looked over the TCL Sites...Trying to understand how to create my own TXT Files.....---I don't have much time at Daytime to learn it due intensive Work....So---things go slow in that manner....My thought is to create TXT File for TCL Locating Armored Merkava1 (For Sheleg War)...and Another TXT File for Armored Centurion (For Yom Kipur & Six Days War Campaigns) as well with T72 For the Syrian/Egyptian Troops.....How i'm doing this??
meanwhile I Used PMC TCLs for locating the Infantry ,Engineering,Artillery....BUT I Missed these Mentioned Units....
I hope to get here some help with this Interesting & Powerfull Tool ....it really save a lot of time on Campaign'ing.
Thanks!
Peled.
F4ITDG-Israeli Theater Development Group (retired) .
-
- F4ITDG
- Posts: 131
- Joined: 2005-04-16 22:01:01
- Location: Israel
Re: TCL Scripts
Over the 2 Last Days---I Spent my "free Time" on Learning the TCL
Method .Very Very Interesting-----I need more Time To Understand
everythings there.....---Meanwhile----I Finished to Create The TCL
TXT Files for Locating The Ground Units In "Sheleg-1982" Campaign &
For "Yom-Kipur-1973" Campaign,The TCL For "Six Days War" Campaign is on it's way too.
The Strange thing is that According Tacedit---Everything is less 100.
For Example :If "SP Artillery Brigade" is ID 209....In TCL The code
is less 100....
eg.
"SP Artillery"-109
and same for each Unit...less 100.....I believe there's No
answer....----That's Just how it works....
Anyone have any explannation for that ??
Peled.
Method .Very Very Interesting-----I need more Time To Understand
everythings there.....---Meanwhile----I Finished to Create The TCL
TXT Files for Locating The Ground Units In "Sheleg-1982" Campaign &
For "Yom-Kipur-1973" Campaign,The TCL For "Six Days War" Campaign is on it's way too.
The Strange thing is that According Tacedit---Everything is less 100.
For Example :If "SP Artillery Brigade" is ID 209....In TCL The code
is less 100....
eg.
"SP Artillery"-109
and same for each Unit...less 100.....I believe there's No
answer....----That's Just how it works....
Anyone have any explannation for that ??
Peled.
F4ITDG-Israeli Theater Development Group (retired) .
-
- F4ITDG
- Posts: 131
- Joined: 2005-04-16 22:01:01
- Location: Israel
Re: TCL Scripts
Is there any Limitation in TCL, For Ground Units ? ? ? ...
....I Just insert probably too much Units in one of my tests...it was Loaded succesfuly to the Save.cam---BUT When Enter the Sim----I Got a CTD...When i removed few Battalions everything was ok...
....It looks like i can't locate more then 40 Battalions in a Division...i read somewhere about this Limitation,BUT I can't find that....Anyone Got excactly how much i'm limit for a Division?
...It Seems that the Ground Units Hirarchy is a very important Factor in the TCL Method....
....I Just insert probably too much Units in one of my tests...it was Loaded succesfuly to the Save.cam---BUT When Enter the Sim----I Got a CTD...When i removed few Battalions everything was ok...
....It looks like i can't locate more then 40 Battalions in a Division...i read somewhere about this Limitation,BUT I can't find that....Anyone Got excactly how much i'm limit for a Division?
...It Seems that the Ground Units Hirarchy is a very important Factor in the TCL Method....
F4ITDG-Israeli Theater Development Group (retired) .
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- Recruit
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- Location: Washington, DC
Re: TCL Scripts
This is from the SP3 code. It lists the maxium allowable units, and such.. Hope this helps!..code:Code: Select all
#ifndef CAMPLIB #define CAMPLIB #include "FalcLib.h" #include "F4Vu.h" #include "FalcList.h" // ===================================== // Campaign defines and typedefs // ===================================== typedef ulong CampaignTime; #define CampaignSeconds 1000 #define CampaignMinutes 60000 #define CampaignHours 3600000 #define CampaignDay 86400000 #define INFINITE_TIME 4294967295 // Max value of CampaignTime #define VEHICLES_PER_UNIT 16 #define FEATURES_PER_OBJ 32 #define MAXIMUM_ROLES 16 #define MAXIMUM_OBJTYPES 32 #define MAXIMUM_WEAPTYPES 600 #define MAX_UNIT_CHILDREN 5 #define MAX_FEAT_DEPEND 5 // JB 010709 Increase for larger theaters /* #define MAX_NUMBER_OF_OBJECTIVES 4000 #define MAX_NUMBER_OF_UNITS 2000 // Max # of NON volitile units only #define MAX_NUMBER_OF_VOLITILE_UNITS 8000 #define MAX_CAMP_ENTITIES (MAX_NUMBER_OF_OBJECTIVES+MAX_NUMBER_OF_UNITS+MAX_NUMBER_OF_VOLITILE_UNITS) */ #define MAX_NUMBER_OF_OBJECTIVES 8000 #define MAX_NUMBER_OF_UNITS 4000 // Max # of NON volitile units only #define MAX_NUMBER_OF_VOLITILE_UNITS 16000 #define MAX_CAMP_ENTITIES (MAX_NUMBER_OF_OBJECTIVES+MAX_NUMBER_OF_UNITS+MAX_NUMBER_OF_VOLITILE_UNITS) #define MONOMODE_OFF 0 #define MONOMODE_TEXT 1 #define MONOMODE_MAP 2 class UnitClass; typedef UnitClass* Unit; // ===================================== // Vu shortcuts // =====================================
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- F4ITDG
- Posts: 131
- Joined: 2005-04-16 22:01:01
- Location: Israel
Re: TCL Scripts
Sure it can Help ! ....Where can i get more such codes information , from?...
....Maybe you got there the code that specifically defined the Units Hirarchy... ...It just will solve me the "Trial & Error " Method ,wich take me lot of time...
Anyway,Thanks for this One .
....Maybe you got there the code that specifically defined the Units Hirarchy... ...It just will solve me the "Trial & Error " Method ,wich take me lot of time...
Anyway,Thanks for this One .
F4ITDG-Israeli Theater Development Group (retired) .
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- Recruit
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- Location: Washington, DC
Re: TCL Scripts
don't know if I can pass it on, but if there's anything you would like me to try and look up, just ask! 

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- Recruit
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Re: TCL Scripts
This is the code for divisions in the campaign engine. Seems like the limit in Falcon is 255, but It' also seems like the camp engine dictates who becomes a division..code:Code: Select all
#include <stdio> #include "CmpGlobl.h" #include "Unit.h" #include "Division.h" #include "CampList.h" #include "Find.h" #include "Team.h" #include "Campaign.h" #include "CampStr.h" #include "classtbl.h" #include "F4Version.h" Division DivisionData[NUM_TEAMS] = { NULL }; #ifdef USE_SH_POOLS MEM_POOL DivisionClass: :DivisionClass (void) { x = y = 0; nid = 0; owner = 0; elements = 0; c_element = 0; element = NULL; next = NULL; } DivisionClass::~DivisionClass (void) { if (element) #ifdef USE_SH_POOLS MemFreePtr( element ); #else delete element; #endif element = NULL; next = NULL; ShiAssert ( this != DivisionData[owner] ); } _TCHAR* DivisionClass::GetName (_TCHAR* buffer, int size, int object) { return GetDivisionName (nid, type, buffer, size, object); } Unit DivisionClass::GetFirstUnitElement (void) { c_element = 0; return GetUnitElement(c_element); } Unit DivisionClass::GetNextUnitElement (void) { c_element++; return GetUnitElement(c_element); } Unit DivisionClass::GetPrevUnitElement (Unit e) { for (int i=1; i<elements; i++) { if (element[i] == e->Id()) return GetUnitElement(i-1); } return NULL; } Unit DivisionClass::GetUnitElement (int en) { Unit ret = NULL; if (en < elements && element[c_element]) { ret = (Unit)vuDatabase->Find(element[en]); if (!ret || ret->GetDomain() != DOMAIN_LAND) RemoveChild(element[en]); } return ret; } Unit DivisionClass::GetUnitElementByID (int eid) { if (eid < elements) return GetUnitElement(eid); return NULL; } void DivisionClass::UpdateDivisionStats (void) { Unit u; GridIndex ex,ey; uchar count[50] = { 0 }; int bcount=0,btype=0,i; x = y = 0; u = GetFirstUnitElement(); while (u) { u->GetLocation(&ex,&ey); x += ex; y += ey; count[u->GetSType()]++; u = GetNextUnitElement(); } if (elements) { x /= elements; y /= elements; } for (i=0; i<50; i++) { if (count[i] > bcount) { bcount = count[i]; btype = i; } } type = btype; } void DivisionClass::RemoveChildren (void) { elements = 0; c_element = 0; if ( element ) #ifdef USE_SH_POOLS MemFreePtr( element ); #else delete element; #endif element = NULL; } void DivisionClass::RemoveChild (VU_ID eid) { int i=0,j; Unit e; while (i < elements) { if (element[i] == eid) { for (j=i; j < elements-1; j++) { element[j] = element[j+1]; e = FindUnit(element[j]); } element[j] = FalconNullId; elements--; } else i++; } } // ======================== // Other functions // ======================== void DumpDivisionData (int team) { DivisionClass *deadd; while (DivisionData[team]) { deadd = DivisionData[team]; DivisionData[team] = deadd->next; delete deadd; #ifdef DEBUG DivisionSanityCheck(); #endif } DivisionData[team] = NULL; } void DumpDivisionData (void) { for (int i=0; i<NUM_TEAMS; i++) DumpDivisionData(i); } void BuildDivisionData (void) { Division dc; Division dd[NUM_TEAMS] = { NULL }; Unit u; int d,t; VuListIterator myit(AllParentList); uchar divels[NUM_TEAMS][MAX_DIVISION] = { 0 }; uchar tempteam; // JB 010220 CTD uchar tempdivision; // JB 010220 CTD #ifdef USE_SH_POOLS if ( gDivVUIDs == NULL ) gDivVUIDs = MemPoolInit( 0 ); #endif CampEnterCriticalSection(); DumpDivisionData(); // Count # of elements in each division u = (Unit) myit.GetFirst(); while (u) { if (u->VuState() != VU_MEM_DELETED) { if (u->GetDomain() == DOMAIN_LAND) { tempteam = u->GetTeam(); // JB 010220 CTD tempdivision = u->GetUnitDivision(); // JB 010220 CTD if (tempteam >= 0 && tempteam <NUM_TEAMS>= 0 && tempdivision < MAX_DIVISION) // JB 010220 CTD divels[tempteam][tempdivision]++; // JB 010220 CTD //divels[u->GetTeam()][u->GetUnitDivision()]++; // JB 010220 CTD } } u = (Unit) myit.GetNext(); } // Create/add to the divisions u = (Unit) myit.GetFirst(); while (u) { if (u->GetDomain() == DOMAIN_LAND) { d = u->GetUnitDivision(); if (d > 0) { t = u->GetTeam(); dc = dd[t]; while (dc) { // Try to find existing one if (dc->nid == d) break; dc = dc->next; } if (!dc) { // Create a new one dc = new DivisionClass(); dc->nid = d; dc->owner = u->GetOwner(); ShiAssert(divels[t][d]); #ifdef USE_SH_POOLS dc->element = (VU_ID *)MemAllocPtr( gDivVUIDs, sizeof( VU_ID ) * divels[t][d], FALSE); #else if (t >= 0 && t <NUM_TEAMS>= 0 && d < MAX_DIVISION) // JB 010223 CTD dc->element = new VU_ID[divels[t][d]]; #endif dc->next = dd[t]; dd[t] = dc; } if (!F4IsBadWritePtr(dc, sizeof(DivisionClass)) && dc->elements >= 0 && !F4IsBadWritePtr(&(dc->element[dc->elements]), sizeof(VU_ID))) // JB 010223 CTD { dc->element[dc->elements] = u->Id(); dc->elements++; } } } u = (Unit) myit.GetNext(); } // Set the division type and location for (t=0; t<NUM_TEAMS; t++) { dc = dd[t]; while (dc) { if (F4IsBadReadPtr(dc, sizeof(Division))) // JB 010223 CTD break; ShiAssert (dc->elements == divels[t][dc->nid]); dc->UpdateDivisionStats(); dc = dc->next; } // Assign to lists only after we've finalized it. // UI doesn't critical section with us. DivisionData[t] = dd[t]; } CampLeaveCriticalSection(); #ifdef DEBUG DivisionSanityCheck(); #endif } /* void BuildDivisionData (void) { DivisionClass *dc,*nextd,*lastd; Unit u; int c,d,t; VuListIterator myit(AllParentList); uchar divlist[256]; memset(divlist,0,256); // Find out what we got, first; for (t=0; t<NUM_TEAMS; t++) { dc = GetFirstDivision(t); while (dc) { if (!dc->BuildDivision(dc->owner,dc->nid)) { // No longer needed, kill off if (dc == DivisionData[t]) DivisionData[t] = dc->next; else if (lastd) lastd->next = dc->next; nextd = dc->next; delete dc; #ifdef DEBUG DivisionSanityCheck(); #endif dc = nextd; } else { divlist[dc->nid] |= (1 <<dc>owner); lastd = dc; dc = dc->next; } } } // Now add any newly found stuff u = GetFirstUnit(&myit); while (u) { if (u->GetDomain() == DOMAIN_LAND && u->GetUnitDivision()) { d = u->GetUnitDivision(); c = u->GetOwner(); if (!(divlist[d] & (1 << c))) { // CampEnterCriticalSection(); dc = new DivisionClass(); if (!dc->BuildDivision(c,d)) { delete dc; #ifdef DEBUG DivisionSanityCheck(); #endif } else { dc->next = DivisionData[u->GetTeam()]; DivisionData[u->GetTeam()] = dc; } // CampLeaveCriticalSection(); divlist[d] |= (1 << c); } } u = GetNextUnit(&myit); } } */ Division GetFirstDivision (int team) { return DivisionData[team]; } Division GetNextDivision (Division d) { return d->next; } Division GetFirstDivisionByCountry (int country) { Division d = DivisionData[GetTeam(country)]; while (d) { if (d->owner == country) return d; d = d->next; } return NULL; } Division GetNextDivisionByCountry (Division d, int country) { d = d->next; while (d) { if (d->owner == country) return d; d = d->next; } return NULL; } Division GetDivisionByUnit (Unit u) { Division d; d = GetFirstDivision(u->GetTeam()); while (d) { if (d->nid == u->GetUnitDivision() && d->owner == u->GetOwner()) return d; d = d->next; } return NULL; } Division FindDivisionByXY (GridIndex x, GridIndex y) { int t; Division d=NULL; for (t=0; t<NUM_TEAMS; t++) { d = GetFirstDivision(t); while (d) { if (d->x == x && d->y == y) return d; d = d->next; } } return NULL; } int DivisionSanityCheck (void) { Division tmp; int i; for (i=0; i<NUM_TEAMS; i++) { tmp = DivisionData[i]; while (tmp) { ShiAssert ((int)tmp != 0xdddddddd); tmp = tmp->next; } } return 0; }
I could be wrong, I not that great with C...
-
- F4ITDG
- Posts: 131
- Joined: 2005-04-16 22:01:01
- Location: Israel
Re: TCL Scripts
Thanks for that one ! I'll take a look at that later....I Learned the c Code long time ago...BUT---It's still looked familiar....You are right,It seem that there is some kinda of looping with the Divisions there...and with choosing wich Unit will be in...
The Engine is Acting in a Differents way for Battalions that are lonely and for Battalions that are in a Division...something with the X,Y Coordinates to the Target...Depending the Hirarchy there....So,i guess that's why the TCL Method is prefered then the Manually----Anyway....i'll take a look at that one...
Translating this ,will be a Good Source for Understanding the way the Campaign Engine Act ....
The Engine is Acting in a Differents way for Battalions that are lonely and for Battalions that are in a Division...something with the X,Y Coordinates to the Target...Depending the Hirarchy there....So,i guess that's why the TCL Method is prefered then the Manually----Anyway....i'll take a look at that one...
Translating this ,will be a Good Source for Understanding the way the Campaign Engine Act ....
F4ITDG-Israeli Theater Development Group (retired) .
-
- F4ITDG
- Posts: 131
- Joined: 2005-04-16 22:01:01
- Location: Israel
Re: TCL Scripts
I Don't want to make it longer...BUT--- I Must Understand what's the Problem there...
....I Found that Hirarchy is an important Factor in TCL'ing...Look at my TCL ...And for my Notes there,maybe you GOT an Answer:
#
# Sheleg War brigades and batallions
#
# variables for brigade and batallions
# controlling team
set cntrl 2
# brigade type
set brgtype 86
#
# batallion types
set battype 45
# coordinates X Y
set xc 559
set yc 850
# brigade name
set brigname 1
# batallion name
set bname 1
# division
set divsn 1
# orders
set ordr 0
# aobj id
set assign 0
source "create.brig.bat.sub.tcl"
set xc 561
set yc 849
source "create.brig.bat.sub.tcl"
set xc 556
set yc 849
source "create.brig.bat.sub.tcl"
# Israeli INFANTRY
set brgtype 88
set battype 727
set xc 586
set yc 864
source "create.brig.bat.sub.tcl"
set xc 575
set yc 859
source "create.brig.bat.sub.tcl"
set xc 571
set yc 847
source "create.brig.bat.sub.tcl"
set xc 579
set yc 868
source "create.brig.bat.sub.tcl"
set xc 565
set yc 850
source "create.brig.bat.sub.tcl"
set xc 576
set yc 850
source "create.brig.bat.sub.tcl"
set xc 584
set yc 872
source "create.brig.bat.sub.tcl"
set xc 574
set yc 870
source "create.brig.bat.sub.tcl"
--------------------------------
@Now---Why i can't add here more infantry Battalions ??...as it is now ,it's ok...BUT--If i'll add Here more battalions,i'll get a CTD...
--------------------------------
# 86 - Armored
set brgtype 86
set battype 2525
set xc 572
set yc 872
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
------------------------------------
@Same here.....Undertand what i meant ?
------------------------------------
# 86 - Armored
set brgtype 86
set battype 716
set xc 626
set yc 919
source "create.brig.bat.sub.tcl"
set xc 629
set yc 920
source "create.brig.bat.sub.tcl"
# mechanized m113
set brgtype 87
set battype 573
set xc 589
set yc 895
source "create.brig.bat.sub.tcl"
set xc 629
set yc 920
source "create.brig.bat.sub.tcl"
# mechanized m113
set brgtype 87
set battype 573
set xc 615
set yc 923
source "create.brig.bat.sub.tcl"
# rocket artillery bm21
set brgtype 84
set battype 723
set xc 591
set yc 884
source "create.brig.bat.sub.tcl"
set xc 618
set yc 924
source "create.brig.bat.sub.tcl"
# 101 - SP Artillery
set brgtype 101
set battype 67
set xc 618
set yc 916
source "create.brig.bat.sub.tcl"
# 110 - engineer
set brgtype 110
set battype 79
set xc 579
set yc 880
source "create.brig.bat.sub.tcl"
set xc 582
set yc 875
source "create.brig.bat.sub.tcl"
# 110 - engineer
set brgtype 110
set battype 80
set xc 566
set yc 862
source "create.brig.bat.sub.tcl"
set xc 591
set yc 890
source "create.brig.bat.sub.tcl"
# 110 - engineer
set brgtype 110
set battype 79
set xc 597
set yc 895
source "create.brig.bat.sub.tcl"
set xc 567
set yc 871
source "create.brig.bat.sub.tcl"
#Supply - 109
set brgtype 109
set battype 78
set xc 578
set yc 870
source "create.brig.bat.sub.tcl"
set xc 624
set yc 915
source "create.brig.bat.sub.tcl"
# Air Assault - 99
set brgtype 99
set battype 63
set xc 567
set yc 871
source "create.brig.bat.sub.tcl"
set xc 577
set yc 871
source "create.brig.bat.sub.tcl"
set xc 559
set yc 853
source "create.brig.bat.sub.tcl"
# 101 - SP Artillery
set brgtype 101
set battype 67
set xc 597
set yc 895
source "create.brig.bat.sub.tcl"
set xc 597
set yc 897
source "create.brig.bat.sub.tcl"
-------------------------------------------
*Now ---This is not the complete one
,that's only for the "blue side" ...
....So...I Hope you got the idea....it's ok as it is now...i just will probably add few more manually...i don't have any problem with the "red side" Units....Weird...Anyway...there must be something there....In Sim. i got 2 Brigades...Air mobile and Armored...so i guess it depends also on the relocatation of the Units in the txt File ?
....I Found that Hirarchy is an important Factor in TCL'ing...Look at my TCL ...And for my Notes there,maybe you GOT an Answer:
#
# Sheleg War brigades and batallions
#
# variables for brigade and batallions
# controlling team
set cntrl 2
# brigade type
set brgtype 86
#
# batallion types
set battype 45
# coordinates X Y
set xc 559
set yc 850
# brigade name
set brigname 1
# batallion name
set bname 1
# division
set divsn 1
# orders
set ordr 0
# aobj id
set assign 0
source "create.brig.bat.sub.tcl"
set xc 561
set yc 849
source "create.brig.bat.sub.tcl"
set xc 556
set yc 849
source "create.brig.bat.sub.tcl"
# Israeli INFANTRY
set brgtype 88
set battype 727
set xc 586
set yc 864
source "create.brig.bat.sub.tcl"
set xc 575
set yc 859
source "create.brig.bat.sub.tcl"
set xc 571
set yc 847
source "create.brig.bat.sub.tcl"
set xc 579
set yc 868
source "create.brig.bat.sub.tcl"
set xc 565
set yc 850
source "create.brig.bat.sub.tcl"
set xc 576
set yc 850
source "create.brig.bat.sub.tcl"
set xc 584
set yc 872
source "create.brig.bat.sub.tcl"
set xc 574
set yc 870
source "create.brig.bat.sub.tcl"
--------------------------------
@Now---Why i can't add here more infantry Battalions ??...as it is now ,it's ok...BUT--If i'll add Here more battalions,i'll get a CTD...
--------------------------------
# 86 - Armored
set brgtype 86
set battype 2525
set xc 572
set yc 872
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
set xc 561
set yc 853
source "create.brig.bat.sub.tcl"
------------------------------------
@Same here.....Undertand what i meant ?
------------------------------------
# 86 - Armored
set brgtype 86
set battype 716
set xc 626
set yc 919
source "create.brig.bat.sub.tcl"
set xc 629
set yc 920
source "create.brig.bat.sub.tcl"
# mechanized m113
set brgtype 87
set battype 573
set xc 589
set yc 895
source "create.brig.bat.sub.tcl"
set xc 629
set yc 920
source "create.brig.bat.sub.tcl"
# mechanized m113
set brgtype 87
set battype 573
set xc 615
set yc 923
source "create.brig.bat.sub.tcl"
# rocket artillery bm21
set brgtype 84
set battype 723
set xc 591
set yc 884
source "create.brig.bat.sub.tcl"
set xc 618
set yc 924
source "create.brig.bat.sub.tcl"
# 101 - SP Artillery
set brgtype 101
set battype 67
set xc 618
set yc 916
source "create.brig.bat.sub.tcl"
# 110 - engineer
set brgtype 110
set battype 79
set xc 579
set yc 880
source "create.brig.bat.sub.tcl"
set xc 582
set yc 875
source "create.brig.bat.sub.tcl"
# 110 - engineer
set brgtype 110
set battype 80
set xc 566
set yc 862
source "create.brig.bat.sub.tcl"
set xc 591
set yc 890
source "create.brig.bat.sub.tcl"
# 110 - engineer
set brgtype 110
set battype 79
set xc 597
set yc 895
source "create.brig.bat.sub.tcl"
set xc 567
set yc 871
source "create.brig.bat.sub.tcl"
#Supply - 109
set brgtype 109
set battype 78
set xc 578
set yc 870
source "create.brig.bat.sub.tcl"
set xc 624
set yc 915
source "create.brig.bat.sub.tcl"
# Air Assault - 99
set brgtype 99
set battype 63
set xc 567
set yc 871
source "create.brig.bat.sub.tcl"
set xc 577
set yc 871
source "create.brig.bat.sub.tcl"
set xc 559
set yc 853
source "create.brig.bat.sub.tcl"
# 101 - SP Artillery
set brgtype 101
set battype 67
set xc 597
set yc 895
source "create.brig.bat.sub.tcl"
set xc 597
set yc 897
source "create.brig.bat.sub.tcl"
-------------------------------------------
*Now ---This is not the complete one

....So...I Hope you got the idea....it's ok as it is now...i just will probably add few more manually...i don't have any problem with the "red side" Units....Weird...Anyway...there must be something there....In Sim. i got 2 Brigades...Air mobile and Armored...so i guess it depends also on the relocatation of the Units in the txt File ?

F4ITDG-Israeli Theater Development Group (retired) .
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Re: TCL Scripts
I never really got into the TCL scripting, but here what PMC did for their Korea Version.
Seems to me that your missing some "Set brgtype, Set battype" commands in your unit placing. I'm sure this is important, since this dictates the type of units that make up the battion or brigade.code:Code: Select all
# # PMC Korea brigades and batallions # # variables for brigade and batallions # controlling team set cntrl 2 # brigade type set brgtype 86 # # batallion types set battype 45 # coordinates X Y set xc 427 set yc 472 # brigade name set brigname 1 # batallion name set bname 1 # division set divsn 1 # orders set ordr 0 # aobj id set assign 0 source "create.brig.bat.sub.tcl" set xc 420 set yc 463 source "create.brig.bat.sub.tcl" set xc 463 set yc 500 source "create.brig.bat.sub.tcl" set xc 517 set yc 503 source "create.brig.bat.sub.tcl" set xc 561 set yc 500 source "create.brig.bat.sub.tcl" set xc 600 set yc 488 source "create.brig.bat.sub.tcl" # SOUTH KOREAN INFANTRY set brgtype 88 set battype 727 set xc 420 set yc 460 source "create.brig.bat.sub.tcl" set xc 447 set yc 474 source "create.brig.bat.sub.tcl" set xc 500 set yc 478 source "create.brig.bat.sub.tcl" set xc 540 set yc 501 source "create.brig.bat.sub.tcl" set xc 572 set yc 483 source "create.brig.bat.sub.tcl" set xc 545 set yc 405 source "create.brig.bat.sub.tcl" set xc 501 set yc 336 source "create.brig.bat.sub.tcl" # mechanized m113 set brgtype 87 set battype 573 set xc 480 set yc 480 source "create.brig.bat.sub.tcl" set xc 526 set yc 457 source "create.brig.bat.sub.tcl" set xc 416 set yc 422 source "create.brig.bat.sub.tcl" # mechanized m2a2 set battype 54 set xc 417 set yc 448 source "create.brig.bat.sub.tcl" set xc 595 set yc 506 source "create.brig.bat.sub.tcl" set xc 437 set yc 390 source "create.brig.bat.sub.tcl" # rocket artillery MLRS set brgtype 84 set battype 722 set xc 465 set yc 465 source "create.brig.bat.sub.tcl" set xc 610 set yc 440 source "create.brig.bat.sub.tcl" # 101 - SP Artillery set brgtype 101 set battype 67 set xc 551 set yc 481 source "create.brig.bat.sub.tcl" # 110 - engineer set brgtype 110 set battype 79 set xc 441 set yc 419 source "create.brig.bat.sub.tcl" set xc 543 set yc 372 source "create.brig.bat.sub.tcl" ################# NORTH KOREA ################### set cntrl 6 set divsn 1 set brigname 1 set bname 1 set brgtype 86 set battype 61 set xc 392 set yc 462 source "create.brig.bat.sub.tcl" set xc 426 set yc 495 source "create.brig.bat.sub.tcl" set xc 470 set yc 513 source "create.brig.bat.sub.tcl" set xc 507 set yc 513 source "create.brig.bat.sub.tcl" set xc 551 set yc 518 source "create.brig.bat.sub.tcl" # NORTH KOREAN INFANTRY set brgtype 88 set battype 726 set xc 578 set yc 549 source "create.brig.bat.sub.tcl" set xc 540 set yc 520 source "create.brig.bat.sub.tcl" set xc 462 set yc 525 source "create.brig.bat.sub.tcl" set xc 396 set yc 485 source "create.brig.bat.sub.tcl" set xc 347 set yc 467 source "create.brig.bat.sub.tcl" set xc 482 set yc 550 source "create.brig.bat.sub.tcl" set xc 275 set yc 517 source "create.brig.bat.sub.tcl" # mechanized set brgtype 87 set battype 574 set xc 532 set yc 510 source "create.brig.bat.sub.tcl" set xc 540 set yc 548 source "create.brig.bat.sub.tcl" set xc 381 set yc 480 source "create.brig.bat.sub.tcl" set xc 495 set yc 565 source "create.brig.bat.sub.tcl" set xc 400 set yc 550 source "create.brig.bat.sub.tcl" # mechanized btr-80 set battype 55 set xc 401 set yc 512 source "create.brig.bat.sub.tcl" set xc 311 set yc 558 source "create.brig.bat.sub.tcl" # rocket artillery bm21 set brgtype 84 set battype 723 set xc 405 set yc 486 source "create.brig.bat.sub.tcl" # 101 - SP Artillery set brgtype 101 set battype 12 set xc 460 set yc 511 source "create.brig.bat.sub.tcl" # 110 - engineer set brgtype 110 set battype 80 set xc 315 set yc 526 source "create.brig.bat.sub.tcl" printout "thank you, have a nice day."
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- F4ITDG
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- Location: Israel
Re: TCL Scripts
Yeh,Thanks... I'll look at the Korean TCL..That's Pobably the Problem...
EDIT: Comparing mine to the Korean TCL ,it looks the same....i probably need to give more Attention to the Units Order...
EDIT: Comparing mine to the Korean TCL ,it looks the same....i probably need to give more Attention to the Units Order...
F4ITDG-Israeli Theater Development Group (retired) .
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- F4ITDG
- Posts: 131
- Joined: 2005-04-16 22:01:01
- Location: Israel
Re: TCL Scripts
Just a Note ,Taken From The Manual ,Refering the Amount of Battalions in a Division :
I Hope it will Help in the Future .quote:
Divisions are really just nuber in the division field. The division unit tags in the campaign are created dynamically (or something like that) to the center area of the forces listed in the division. One important detail of divisions is that the amount of units you can assign into one. Seems to me so far in our tests that its about 165-170 batallions, yeah lot of ground buggers. Be careful, falcon campaign rewards you with immediate CTD if you exceed the ground unit amount in one division. When you have more ground forces, just add them to another division.
[/B]
F4ITDG-Israeli Theater Development Group (retired) .
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- Location: Washington, DC
Re: TCL Scripts
What Manual?..
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- F4ITDG
- Posts: 131
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- Location: Israel
Re: TCL Scripts
quote:Originally posted by Bird-FF:
What Manual?..
Hee Hee...NOT Mine....

Well..., I got few Manuals/Tuts for Campaign'ing ,I'm not sure exactly where i dig it from , i think it's an old PMC's one , i just added few Tut's in a one Doc. and added my Suggestions/Tips into, it's taken from the Cris Carter Campaign Tutorial....
F4ITDG-Israeli Theater Development Group (retired) .