Campaigns results, stalemate rather than win, trigger files, fix.
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Greetings all.
We’ve always had an old problem, including on vanilla KTO: unappropriate campaign result, usual one being Tiger Spirit stalemate instead of victory.
For what we could identify, this is linked with some parameters in saveX.tri files. In vanilla installs, events 13 to 16 define what happens in the end of the campaign and stop it. However, it appears that the events that actually do that are 14 to 17.
So, 16, used as a victory event, actually credits a stalemate in the logbook. 17 credits a victory.
For those of you who know how to edit a saveX.tri file, this is not difficult (X=what campaign of the theater, from 0 to 5, up to down) to replace the 13 event with 14, 14 with 15, etc.
For theater and campaign creators, this will allow correct parameters straight out of the box, if they mind.
For the lazy ones who are lucky members of the F4BMS Ready Room Discord channel, here it is for KTO, LoriKTO Mike and Papa.
https://cdn.discordapp.com/attachments/359600642320236544/792392644286218270/Save_tri_for_vanilla_KTO_Campaign.zip
https://cdn.discordapp.com/attachments/359600642320236544/792392688707567616/Save_tri_for_LoriKTO_Campaign.zip
https://cdn.discordapp.com/attachments/359600642320236544/792397461515796540/Save_tri_for_LoriKTO_Campaign_Plus.zipI’m not trying to annoy the devs or take their place in any way. If leaving that question aside is the key to DirectX11, I’m glad that’s how it happened. I’m already prepared to bump that thread up again for 4.36.
Obviously, if things are more subtle or complicated, feel free. But I’ll gladly test first.
By the way, this might interest someone named “biker”.
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Hi,
Greetings all.
We’ve always had an old problem, including on vanilla KTO: unappropriate campaign result, usual one being Tiger Spirit stalemate instead of victory.
For what we could identify, this is linked with some parameters in saveX.tri files. In vanilla installs, events 13 to 16 define what happens in the end of the campaign and stop it. However, it appears that the events that actually do that are 14 to 17.
So, 16, used as a victory event, actually credits a stalemate in the logbook. 17 credits a victory.
For those of you who know how to edit a saveX.tri file, this is not difficult (X=what campaign of the theater, from 0 to 5, up to down) to replace the 13 event with 14, 14 with 15, etc.
For theater and campaign creators, this will allow correct parameters straight out of the box, if they mind.
For the lazy ones who are lucky members of the F4BMS Ready Room Discord channel, here it is for KTO, LoriKTO Mike and Papa.
https://cdn.discordapp.com/attachments/359600642320236544/792392644286218270/Save_tri_for_vanilla_KTO_Campaign.zip
https://cdn.discordapp.com/attachments/359600642320236544/792392688707567616/Save_tri_for_LoriKTO_Campaign.zip
https://cdn.discordapp.com/attachments/359600642320236544/792397461515796540/Save_tri_for_LoriKTO_Campaign_Plus.zipI’m not trying to annoy the devs or take their place in any way. If leaving that question aside is the key to DirectX11, I’m glad that’s how it happened. I’m already prepared to bump that thread up again for 4.36.
Obviously, if things are more subtle or complicated, feel free. But I’ll gladly test first.
By the way, this might interest someone named “biker”.
thanks for the report, found where things are messed in code…
For your suggestion about the numbers, can you try what happens if you use them and fly the campaign for the “red” side (don’t think you’ll see result what you expect ;))?This needs to be adjusted.
Cheers
Biker -
Hi,
thanks for the report, found where things are messed in code…
For your suggestion about the numbers, can you try what happens if you use them and fly the campaign for the “red” side (don’t think you’ll see result what you expect ;))?This needs to be adjusted.
Cheers
BikerAh yes, interesting question indeed. I’ll try that and report back as soon as I can.
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Biker: yes, I’ll be credited a win if Blue side wins even though I’m Red. I’m taking the logbook wasn’t designed for PvP or Red side campaigns.
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Biker: yes, I’ll be credited a win if Blue side wins even though I’m Red. I’m taking the logbook wasn’t designed for PvP or Red side campaigns.
It needs to be reworked, but thanks for guiding us into the right direction!
Cheers
Biker -
Check fix next release
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@bad-boy Thanks for letting us know a fix is in the works.
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I also fixed a serious logical issue in the Iron Fortress campaign trigger file
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Its pretty easy to get a Campaign win, especially on KTO, you, or rather the ground Battalions, need to capture Wonson on the East Coast, and Pyongyang on the West. The usual hold up happens when certain bridges are destroyed by enemy or newbies which prevents BLufor from advancing.
By sending Engineer Battalions to fix the bridges, you can enable the armor to advance.
Dont try this too early in the Campaign but rather once your side gains air superiority. Ideally its a good idea to have a general commander who can oversee the bottle necks and get things going again. But yeah we used to wonder why Campaigns generally ended in a stalemate, it doesn’t have to be.
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@Bad-Boy I’d still like to know if the human mission performance multiplier/noplayerplay config option has an effect on campaigns still. We discussed it a little in this thread. The config option dates way back, maybe even RP days
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@snake122 yes still has an effect
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So it would be advisable to for 24/7 campaign servers and even SP campaigns that like to space out missions to more realistic ops tempo to use “set g_nNoPlayerPlay #” #=number of hours between missions you go without losing your human multiplier effect, older documentation says it defaults to 2 hours without the .cfg line. This also could prevent your campaign from stalling in those cases which you can’t even get to the trigger event.
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@snake122 said in Campaigns results, stalemate rather than win, trigger files, fix.:
So it would be advisable to for 24/7 campaign servers and even SP campaigns that like to space out missions to more realistic ops tempo to use “set g_nNoPlayerPlay #” #=number of hours between missions you go without losing your human multiplier effect, older documentation says it defaults to 2 hours without the .cfg line. This also could prevent your campaign from stalling in those cases which you can’t even get to the trigger event.
We could also wonder if having a plane in 3D doesn’t change parameters. In that case, that would be another discussion…