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Author Topic: DCG- gobject  (Read 274 times)

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gregfp66

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DCG- gobject
« on: September 02, 2023, 06:29:36 PM »

Hello ,

In dcg there is one file i dont understand:

gobjects.dcg

I know its for all ground and static unit that arent "vanilla"

How do you add ships , vehicle from bat? If you do know

The entries look like this

Armor.4-BT7                                           1 1 1 1 0 1 1  None


Thanks for your help


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Shakaali

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Re: DCG- gobject
« Reply #1 on: September 04, 2023, 02:34:09 AM »

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gregfp66

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Re: DCG- gobject
« Reply #2 on: September 04, 2023, 04:31:15 AM »

Thanks for your answer

One last question, do you use this file in your campaign shakaali cause i dont see gobject in your files inside your campaign yet i thinki they use BAT static and/or vehicles am i wrong?

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Shakaali

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Re: DCG- gobject
« Reply #3 on: September 04, 2023, 05:11:04 AM »

Usually I don't alter the gobjects.dcg or gunits.dcg files. According to my testing both stationary & moving objects seem to work all right even if not added to the vanilla files. The only thing (IMHO) the files affect is their infantry value points. As Lowengrin wrote:

"Each location can have "troops" at the location. These troop values are tracked in the locations.dcg. Basically, infantry is abstracted in DCG. Tanks have an attack value against them and a defense value - which is basically the most damage they can do to the infantry when the tanks are in an attack role or a defense role."

That means that those files are important if you use active front (front moves and locations change owner depending on ground battles). But even without them tanks and vehicles move, shoot, fight and are destroyed just as they should. 

I usually determine location ownership changes solely by timetable commands so those files are not required for my campaings to work.
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gregfp66

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Re: DCG- gobject
« Reply #4 on: September 04, 2023, 04:44:07 PM »

Thanks for your answer
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