Si tuviera WEGO y PBEM de seguro destrona al CM
Algo que BF no va a permitir.
A mi también me gustaría que lo tuviera.
La arquitectura del TOW es muy abierta y permite todo tipo de modificaciones
Ejemplo
Un jugador hizo un mod para hacer random en las unidades.
Cada vez que lo abres la misión hay unidades diferentes
http://www.simhq.com/forum/ubbthreads.p ... 03&fpart=1" onclick="window.open(this.href);return false;
Set @num = RND ( ) Set @num = RND ( )
SetWorkArmy ( Army , 2 )
if ( @num <= 30 ) then
ArtSupportChangeState ( 2 , ENABLE )
ArtSupportCall ( 2 , RECT , "final objective" )
Delay ( 50 )
CreateRectByObject ( RECT , "Mortar Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC )
MortarSupportChangeState ( 2 , ENABLE )
MortarSupportCall ( 2 , RECT , "Mortar Rect" )
Delay ( 50 )
ReinforcementLand ( Group , "Group_Panthers" )
Delay ( 5000 )
CreateRectByObject ( RECT , "Panthers Attack Rect" , 100 , ARMY , 1 , TANKS , 2 , NOT_EMPTY , OK_WEAPON , OK_ENGINE )
DamageObject ( GROUP , "Group_Destroyed" , 100 )
Delay ( 3 )
RunCommand ( GROUP , "Group_Panthers" , ATTACK , RECT , "Panthers Attack Rect" )
Delay ( 20000 )
ReinforcementLand ( Group , "Group_Infantry_stugs" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Infantry_stugs" , STORM , RECT , "final objective" )
Delay ( 5 )
ReinforcementLand ( Group , "Group_Flak" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Flak" , STORM , RECT , "final objective" )
halt
endif
if ( @num <= 60 ) then
AviaSupportChangeState ( 2 , BATTLEPLANE , ENABLE )
AviaSupportCall ( 2 , BATTLEPLANE , RECT , "final objective" )
Delay ( 50 )
ArtSupportChangeState ( 2 , ENABLE )
ArtSupportCall ( 2 , RECT , "final objective" )
Delay ( 50 )
CreateRectByObject ( RECT , "Mortar Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC )
Delay ( 5 )
MortarSupportChangeState ( 2 , ENABLE )
Delay ( 5 )
MortarSupportCall ( 2 , RECT , "Mortar Rect" )
Delay ( 50000 )
ReinforcementLand ( Group , "Group_Infantry_stugs" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Infantry_stugs" , STORM , RECT , "final objective" )
Delay ( 25000 )
ReinforcementLand ( Group , "Group_Infantry_SPG" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Infantry_SPG" , STORM , RECT , "final objective" )
Delay ( 5 )
ReinforcementLand ( Group , "Group_attack_tiger" )
Delay ( 5 )
RunCommand ( GROUP , "Group_attack_tiger" , STORM , RECT , "final objective" )
Delay ( 180000 )
AviaSupportChangeState ( 3 , BATTLEPLANE , ENABLE )
Delay ( 5 )
CreateRectByObject ( RECT , "Air Attack Rect" , 100 , ARMY , 1 , ALL , 2 , NOT_EMPTY )
Delay ( 50 )
AviaSupportCall ( 3 , BATTLEPLANE , RECT , "Air Attack Rect" )
halt
endif
if ( @num <= 90 ) then
ArtSupportChangeState ( 2 , ENABLE )
CreateRectByObject ( RECT , "Arty Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC )
Delay ( 5 )
ArtSupportCall ( 2 , RECT , "Arty Rect" )
ReinforcementLand ( Group , "Group_Panthers" )
Delay ( 15000 )
RunCommand ( GROUP , "Group_Panthers" , STORM , RECT , "final objective" )
Delay ( 5 )
ReinforcementLand ( Group , "Group_Infantry_stugs" )
Delay ( 20000 )
RunCommand ( GROUP , "Group_Infantry_stugs" , STORM , RECT , "final objective" )
Delay ( 5 )
ReinforcementLand ( Group , "Group_Infantry_SPG" )
Delay ( 15000 )
RunCommand ( GROUP , "Group_Infantry_SPG" , STORM , RECT , "final objective" )
Delay ( 50000 )
MortarSupportChangeState ( 2 , ENABLE )
MortarSupportCall ( 2 , RECT , "begin2" )
Delay ( 5 )
ReinforcementLand ( Group , "Group_Flak" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Flak" , STORM , RECT , "final objective" )
halt
endif
if ( @num > 90 ) then
AviaSupportChangeState ( 3 , BATTLEPLANE , ENABLE )
CreateRectByObject ( RECT , "Air Attack Rect" , 100 , ARMY , 1 , ALL , 2 , NOT_EMPTY )
Delay ( 5 )
AviaSupportCall ( 3 , BATTLEPLANE , RECT , "Air Attack Rect" )
Delay ( 5000 )
ReinforcementLand ( Group , "Group_Panthers" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Panthers" , ATTACK , RECT , "final objective" )
Delay ( 15000 )
ReinforcementLand ( Group , "Group_Infantry_stugs" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Infantry_stugs" , STORM , RECT , "final objective" )
Delay ( 20000 )
ReinforcementLand ( Group , "Group_Infantry_SPG" )
Delay ( 5 )
RunCommand ( GROUP , "Group_Infantry_SPG" , STORM , RECT , "final objective" )
Delay ( 5000 )
ReinforcementLand ( Group , "Group_attack_tiger" )
Delay ( 5 )
CreateRectByObject ( RECT , "Tiger Attack Rect" , 100 , ARMY , 1 , TANKS , 2 , NOT_EMPTY , OK_WEAPON , OK_ENGINE )
Delay ( 5 )
RunCommand ( GROUP , "Group_attack_tiger" , ATTACK , RECT , "Tiger Attack Rect" )
halt
ArtSupportChangeState ( 2 , ENABLE )
CreateRectByObject ( RECT , "Arty Rect" , 100 , ARMY , 1 , HUMAN , 2 , NO_PANIC )
Delay ( 5 )
endif
halt