Good job, nice mission, i really like it, congratulations one more time ! it was very intelligent (and very difficult) to "swap" weapons, missile vets model with bazooka vets weapons
I’m really impressed with the anti air vet change were you not able to just import the tundran bazooka vet or were there to many issues with it error wise
Yeah, I will make an ISO when I'm done. When will I be done? Either when I have replaced all 24 missions or when I'm tired of making custom missions. Whichever comes first!
Is it possible to add the unused Tundran Gunship to the first Bonus Mission of Campaign 1? To be used as you play the Tundrans in it? Essentially Vanilla Bonus Mission 1 with Tundran Gunships.
Yes, the game just despawns it at mission start, but actually it is fully functional, so it's just a matter of removing the "Despawn(Air_Vehicle.gunship)" line. The lua code even has a part where if the player takes control of the gunship, Nova explains the controls.
Koopa is dabbling in the wonderful world of C̵̢̞̫̮̽̾͗͑̔̔̂ų̴̨̛̞͈̥͉̘̖̫͇͕̆̔̆̅͗̉͂ͅȑ̴͍̟͙͈͖̔ͅs̴̠͍̄̐͂̔͆͌̌̊̈́͋̆̌͘ê̸̡̧̞̼͉̗̮̫͖͙̺͆̃̚ͅd̸͇̠̺̊̊ modding I see! Nah I’m just kidding, I know you had to make the Anti Air veterans bazooka veterans because there exists no model for the bazooka vets in that level. *However!* I am still very impressed that you made the missile vets bazooka, and you made it actually part of the level, something both BW1 and BW2 never actually did! The only morsel they got out of modelswapping was for the Tundran munitions expert (and of course the other munitions experts) where only the backpack was changed. Other than that, all respective units have remained pretty much consistent, which is how it’s supposed to be! Granted! But it’s always fun to shake it up a little, no? Xylvanians running out of Anti Armour, so they start equipping acid vets with mini light tank rocket launchers with high reload. That said, you could’ve also done something interesting that I only found out about recently thanks to Dentus! I love this mission, but my cursed mind says that *technically* you could have tweaked the missile vets’ XML to, *instead of homing in on gunships, home in on vehicles!* Imagine that! Tundran missile vets shooting homing missiles at heavy tanks, big knockback too! The cursed mind is a beautiful thing, ALSO I absolutely love you coding the heavy tank to act independently every time you do things like this, you always manage to impress me ❤️ Kooppaa! KOOOOPAAA!
"technically you could have tweaked the missile vets’ XML to, instead of homing in on gunships, home in on vehicles" Good point, I wanted to do that originally, but for some reason I couldn't find the parameter that tell the game which units the Missile Vet's weapon can "home onto". I'm sure I've seen it somewhere in the past... So in the end I just changed their weaponbase for the WF Bazooka Vet's one For the Heavy Tanks at the end of the mission (both the WF and the TT ones) I made a function to have each go to a random point on the field, so that they scatter randomly and more "naturally" to fill the battlespace. And they move around every time a Tundran Tank is destroyed to keep things lively and messy. I should really try and come back to this mission in the future to find a way to add more waves or something, so that the player has to spend more time in the tank battle.
@@koopanique I love it! I loved it! You can do that too but I loved it. Also if you need help with homing XMLs you can always ask me or Dentus. I can remember off the top of my head: 1: you need to change the preferred target type (take “64” from the bazooka veterans, since they are anti tank) 2: you need to change the values of the bullet through the projectile base so that it has 140 Acceleration, a thrust delay, a turn speed, a max turn rate. You can take all this from Anti Air vets. 3: then you need to change the objectflags of the bullettype found in the projectilebase. the objectflags value should reflect the type of unit firing it. Infantry is 907 (I think), 987 for vehicles or whatever, I can’t remember the numbers, but long story short you can copy the bullet objectflags of the anti air vet for that one as well. If I’m not mistaken, you can just copy the anti air vet for the whole thing, but instead of the preferredtargettype being 323 or whatever it is for the AA vet currently, try changing it to 64. Or whatever the Bazooka vet uses for a preferred target. Then the missiles should home in on vehicles. Then all you gotta do is make the damage type vs vehicles Perfect or something like that.
What a way to end the mission.
Heavy Tanks and Gunships vs. Heavy Tanks and Gunships. I like it.
非常に満足感のある消耗戦やな
I am so glad you're making it a proper campaign, And What a finale. With a massive tank battle
Good job, nice mission, i really like it, congratulations one more time ! it was very intelligent (and very difficult) to "swap" weapons, missile vets model with bazooka vets weapons
Now this is what I like. Two teams with loads of fire power going at it. This is art. Keep up the god tier work.👍
his should have been in he original game, amazing work done
I like the cleared field. Putting in some tank traps and caltrops to make it more interesting.
4:41 In BW2 I missed the “go” command specifically because I liked having this experience.
What an amazing job dude! Keep up the good work! I am truly amazed. I can't wait until we get to play these missions as well xd
Please don't stop!!
The true Battle of Titans of Tundra.
This is the coolest thing I’ve ever seen
This looks Awesome! The Tank Army Battle part looks just like a World War Movie.
this looks like such a fun mission to play, wooooooow. incredible job
Me getting comfortable, getting my popcorn ❤️ oh Koopa we love you
i love this work
I’m really impressed with the anti air vet change were you not able to just import the tundran bazooka vet or were there to many issues with it error wise
Importing units is still a difficult and imperfect process, especially in BW1, otherwise I would have totally imported a Bazooka Vet yeah
Amazing! You have to release these missions someday
Yeah, I will make an ISO when I'm done. When will I be done? Either when I have replaced all 24 missions or when I'm tired of making custom missions. Whichever comes first!
@@koopanique hope its the first thought
Is it possible to add the unused Tundran Gunship to the first Bonus Mission of Campaign 1? To be used as you play the Tundrans in it? Essentially Vanilla Bonus Mission 1 with Tundran Gunships.
Yes, the game just despawns it at mission start, but actually it is fully functional, so it's just a matter of removing the "Despawn(Air_Vehicle.gunship)" line. The lua code even has a part where if the player takes control of the gunship, Nova explains the controls.
@@koopanique Well perhaps when i get to learning Python, some day I'll get around to it. =)
You did not just make and escort mission :0
he did
Koopa is dabbling in the wonderful world of C̵̢̞̫̮̽̾͗͑̔̔̂ų̴̨̛̞͈̥͉̘̖̫͇͕̆̔̆̅͗̉͂ͅȑ̴͍̟͙͈͖̔ͅs̴̠͍̄̐͂̔͆͌̌̊̈́͋̆̌͘ê̸̡̧̞̼͉̗̮̫͖͙̺͆̃̚ͅd̸͇̠̺̊̊ modding I see!
Nah I’m just kidding, I know you had to make the Anti Air veterans bazooka veterans because there exists no model for the bazooka vets in that level.
*However!* I am still very impressed that you made the missile vets bazooka, and you made it actually part of the level, something both BW1 and BW2 never actually did! The only morsel they got out of modelswapping was for the Tundran munitions expert (and of course the other munitions experts) where only the backpack was changed. Other than that, all respective units have remained pretty much consistent, which is how it’s supposed to be! Granted!
But it’s always fun to shake it up a little, no?
Xylvanians running out of Anti Armour, so they start equipping acid vets with mini light tank rocket launchers with high reload.
That said, you could’ve also done something interesting that I only found out about recently thanks to Dentus! I love this mission, but my cursed mind says that *technically* you could have tweaked the missile vets’ XML to, *instead of homing in on gunships, home in on vehicles!*
Imagine that! Tundran missile vets shooting homing missiles at heavy tanks, big knockback too!
The cursed mind is a beautiful thing, ALSO I absolutely love you coding the heavy tank to act independently every time you do things like this, you always manage to impress me ❤️
Kooppaa!
KOOOOPAAA!
"technically you could have tweaked the missile vets’ XML to, instead of homing in on gunships, home in on vehicles"
Good point, I wanted to do that originally, but for some reason I couldn't find the parameter that tell the game which units the Missile Vet's weapon can "home onto". I'm sure I've seen it somewhere in the past...
So in the end I just changed their weaponbase for the WF Bazooka Vet's one
For the Heavy Tanks at the end of the mission (both the WF and the TT ones) I made a function to have each go to a random point on the field, so that they scatter randomly and more "naturally" to fill the battlespace. And they move around every time a Tundran Tank is destroyed to keep things lively and messy. I should really try and come back to this mission in the future to find a way to add more waves or something, so that the player has to spend more time in the tank battle.
@@koopanique I love it! I loved it! You can do that too but I loved it.
Also if you need help with homing XMLs you can always ask me or Dentus.
I can remember off the top of my head:
1: you need to change the preferred target type (take “64” from the bazooka veterans, since they are anti tank)
2: you need to change the values of the bullet through the projectile base so that it has 140 Acceleration, a thrust delay, a turn speed, a max turn rate. You can take all this from Anti Air vets.
3: then you need to change the objectflags of the bullettype found in the projectilebase. the objectflags value should reflect the type of unit firing it. Infantry is 907 (I think), 987 for vehicles or whatever, I can’t remember the numbers, but long story short you can copy the bullet objectflags of the anti air vet for that one as well.
If I’m not mistaken, you can just copy the anti air vet for the whole thing, but instead of the preferredtargettype being 323 or whatever it is for the AA vet currently, try changing it to 64. Or whatever the Bazooka vet uses for a preferred target. Then the missiles should home in on vehicles.
Then all you gotta do is make the damage type vs vehicles Perfect or something like that.