Leyte Gulf: NEW Surigao Strait Mission Demo

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Leyte Gulf: NEW Surigao Strait Mission Demo

Postby timetraveller » Wed Jun 14, 2006 8:02 pm

New mission for the demo.

The greatest naval battle in history has come to the screen and PS. This mission replaces your existing Leyte mission. Back up your files!

25 ships. Battleships, heavy cruisers, destroyers. A6M Zeros and F4U Corsairs. 35 KM of map to play. Fight two Japanese fleets using the battleships California, Tennessee, West Virginia, Maryland.

Added bonus: 2 new skins by KiloAlpha - the OS2U Scout and the F4U Corsair. Thanks KiloAlpha!

Extended range and accuracy for big guns.

Individually-named ships.

Generate additional aircraft squads by keystroke.

Two missions are included, a nighttime (historic), and daytime (fictional) with aircraft.

2.6MB download:
www.delraydepot.com/tt/SurigaoStrait.zip

Be sure to read the readme for install instructions.

Have fun all.

P.S. This mission should run in the retail Russian game too. However, it will replace your existing mission8.

..
Last edited by timetraveller on Wed Jun 14, 2006 8:17 pm, edited 1 time in total.
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Postby KiloAlpha4 » Wed Jun 14, 2006 8:16 pm

ty and yes I will hehehe :D
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Postby timetraveller » Wed Jun 14, 2006 8:19 pm

[quote="KiloAlpha4"]ty and yes I will hehehe :D


Keep you busy for awhile :D Don't forget about the skinning though, dude.

Thanks again for the OS2U and F4U skins for this mission.
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Postby KiloAlpha4 » Wed Jun 14, 2006 8:21 pm

hey no prob TT . Something to do on my 2 days off from repaints ;)
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Postby timetraveller » Wed Jun 14, 2006 8:23 pm

Current win/lose conditions for Surigao Strait:

USA win:
You must sink all enemy battleships, at least 2 enemy cruisers, and at least 3 enemy destroyers. This is how it was in the real battle. Note that the second enemy cruiser is not in the main fleet on the van.

Japan win:
You must sink 4 or more USA destroyers, OR 1 or more battleships, OR 2 or more cruisers.

Downing any amount of aircraft, either side, does not matter.

Subject to change with some testing of course :D
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Postby KiloAlpha4 » Wed Jun 14, 2006 8:25 pm

lol you skipped the QA & QC ? notty TT...tsk tsk heheheh
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Postby timetraveller » Wed Jun 14, 2006 8:27 pm

[quote="KiloAlpha4"]lol you skipped the QA & QC ? notty TT...tsk tsk heheheh


hehe I did the important stuff.

That's where you guys come in.
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Postby KiloAlpha4 » Wed Jun 14, 2006 8:28 pm

yep ;) first time seeing my skins in a actual battle. I just seen them in the air simulator when testing.
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Postby timetraveller » Wed Jun 14, 2006 8:28 pm

Tips and new game stuff:

Aircraft are available for the night mission (and additional aircraft for the daytime mission), if you wish. Aircraft squadrons can be generated by key press.

CTRL+J Generate a squadron of Japanese planes
CTRL+K Generate a squadron of American planes

These keys work in either mission. The daytime mission starts out with two squadrons of aircraft already airborne, one for each side. Generate more squadrons with keypresses. The nighttime mission has no planes in the air to start. To be historically accurate, don't use aircraft in the night mission.

Other keycode combinations I have programmed that you might like:

CTRL+F Get the current fps (frames per second), triangles, and free memory.
CTRL+R Distance to the nearest enemy. First select any (1) unit, then press this key combination. Note that distances over 10,000 will show as 10,000.

..
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Postby timetraveller » Wed Jun 14, 2006 8:31 pm

[quote="KiloAlpha4"]yep ;) first time seeing my skins in a actual battle. I just seen them in the air simulator when testing.


Very cool! When you play the USA, watch the camera pan out all the way when you start the mission and see how it focuses right on those F4Us at the end banking over the battleship line to do battle.
Last edited by timetraveller on Wed Jun 14, 2006 8:31 pm, edited 1 time in total.
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Postby KiloAlpha4 » Wed Jun 14, 2006 8:31 pm

alright it's all in off I go to attack the Japenese :D
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Postby timetraveller » Wed Jun 14, 2006 8:32 pm

[quote="KiloAlpha4"]alright it's all in off I go to attack the Japenese :D


Remember they are a long way off, maybe 15KM or so. Minimap "west".

And remember, too, a real "man" uses only ships. :D :D Just kidding. lol
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Postby KiloAlpha4 » Wed Jun 14, 2006 8:43 pm

TT, marvelous job. The mission is great.
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Postby chip5541 » Wed Jun 14, 2006 8:48 pm

I got it but wont be able to do anything till Thursday. Too tired right now.

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Postby moparman » Wed Jun 14, 2006 10:20 pm

Teaching us to Cross the T?
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Postby timetraveller » Wed Jun 14, 2006 10:28 pm

[quote="moparman"]Teaching us to Cross the T?


hehe good pickup, moparman. This particular battle was the last crossing of the T. It may never happen again.
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Postby KiloAlpha4 » Wed Jun 14, 2006 10:52 pm

missile technology has seen to that ;)
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Postby moparman » Wed Jun 14, 2006 11:13 pm

you and your missles.

what am i supposed to do with this? :D
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Postby KiloAlpha4 » Wed Jun 14, 2006 11:24 pm

some battle screens (including me and my rockets)

ammo hold explosion-



barrel roll attack maneuver



this second enemy dd just didn't want to go down-



post your combat screens :D
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How to mod ammo loadouts for aircraft in the mission

Postby timetraveller » Thu Jun 15, 2006 12:02 am

How to mod ammo loadouts for aircraft in the mission.

Open mission8.lua in Wordpad. That is the safest editor to use. Look for the 2 lines: tl_set_plane_rack. This sets your ammo loadout for the plane specified.

------------------------------------------------------------------------------
function USA_AIR_UNIT(plid)
tl_set_plane_rack("F4U", "2")
tl_add_nine_planes('F4U',{pid=plid;pos={x=11000;y=500;z=2000};dir={x=7000;y=0;z=0};dist=30;dmove=10000;kamikadze=false})
end
------------------------------------------------------------------------------
function JAP_AIR_UNIT(plid)
tl_set_plane_rack("A6M", "3")
tl_add_nine_planes('A6M',{pid=plid;pos={x=-14000;y=500;z=-2000};dir={x=-7000;y=0;z=0};dist=30;dmove=10000;kamikadze=false})
end
------------------------------------------------------------------------------

The F4U uses ammo loadout "2". The A6m Zero uses ammo loadout "3".

You can see the ammo loadout list if you start the game up and run in Create a Server mode. Pick either the A6M or F4U plane and click the change ammo button. The loadouts are listed in order. #1 is the top one, then 2, 3, 4, etc. Just read down the list and count the line number. Use that number for the ammo loadout number.

Make the change in the script and "save". Run the mission with the new loadout.
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Postby moparman » Thu Jun 15, 2006 12:05 am

where do i put these.

my head hurts and i don't wanna go folder hunting.
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Postby timetraveller » Thu Jun 15, 2006 12:09 am

[quote="moparman"]where do i put these.

my head hurts and i don't wanna go folder hunting.


When you unzipped the file, you'll see 4 folders. Put the files you find in these folders in the same ones in the demo.

Be sure to backup the same game files.

Like this:

GameParams.xml to \params
mission8.lua to \scripts\missions
mission8.lua(night) to \scripts\missions
5_ocean_leyte_jap.mis to \templates
5_ocean_leyte_usa.mis to \templates
OEModifications_Mission8.xml to \units

All of KiloAlphas textures (the DDS files only) go to \units.

TT
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Postby moparman » Thu Jun 15, 2006 1:16 am

well i'm gonna do this at day to start.
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Postby KiloAlpha4 » Thu Jun 15, 2006 1:41 am

hey thanks for the info TT. I gave the a6m's rockets to even things up.
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Postby timetraveller » Thu Jun 15, 2006 1:53 am

[quote="KiloAlpha4"]hey thanks for the info TT. I gave the a6m's rockets to even things up.


I smell a Bat bomb. hehe :D
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