How to achieve "Call for reinforcement”

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naturesheva
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How to achieve "Call for reinforcement”

Post by naturesheva »

Hi guys, after almost a year, finally I come back to the forum. And I will restart my Mod definitely.

I'm quite happy to see so many new features in the latest 1.10 version. Also I had some new ideas. :idea:

One of the idea is to create a headquarter unit in my Mod. One of the function of the HQ unit is to communicate with other friendly army and call the reinforcement. I know how to set the reinforcement in the map, but , do any one know how to set the Script to make the following effect: the turn which HQ unit can call the reinforcement could be decided by the player? :roll:

Many thanks~!! :D :D
Chris10
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Re: How to achieve "Call for reinforcement”

Post by Chris10 »

Naturesheva wrote:Hi guys, after almost a year, finally I come back to the forum. And I will restart my Mod definitely.

I'm quite happy to see so many new features in the latest 1.10 version. Also I had some new ideas. :idea:

One of the idea is to create a headquarter unit in my Mod. One of the function of the HQ unit is to communicate with other friendly army and call the reinforcement. I know how to set the reinforcement in the map, but , do any one know how to set the Script to make the following effect: the turn which HQ unit can call the reinforcement could be decided by the player? :roll:

Many thanks~!! :D :D
sry..no way doin this with the current engine...
Razz1
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Re: How to achieve "Call for reinforcement”

Post by Razz1 »

If HQ unit occupies hex x;y then reinforcements come in.

But this doesn't seem very feasible in the game as the player will just move the HQ unit there as soon as possible.
Chris10
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Re: How to achieve "Call for reinforcement”

Post by Chris10 »

Razz1 wrote:If HQ unit occupies hex x;y then reinforcements come in.

But this doesn't seem very feasible in the game as the player will just move the HQ unit there as soon as possible.
yeah ,you would have to use a trigger zone...but its prescripted and not a dynamic function and only a preplaced untis can be used...
maybe I understood it wrong and the OT doesnt mind but I was interpreting his question as if he would ask for some sort of dynamic function to call reinforcements during campaign which obviously isnt possible... :roll:
Naturesheva wrote:set the Script to make the following effect: the turn which HQ unit can call the reinforcement could be decided by the player? :roll:
nikivdd
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Re: How to achieve "Call for reinforcement”

Post by nikivdd »

I implemented the idea for reinforcements in GTPG v1.0. For v2.0 i decided to make it more explicit to assign a Command Vehicle to the player's core, preplaced at the beginning of the first scenario of the campaign.
This unit enables the trigger to call for scripted reinforcements by occupying a certain hex.
I assign this hex to zone 1. So when the command vehicle is on zone 1 and stays there for the remainder of this turn, the reinforcement(s) will appear on the map the following turn.
The main idea i had for adding reinforcements is to lend an extra helping hand to novice players or in some cases that even veteran players can use them to shift the balance into their favor. Usually this hex cannot be taken in the first turn for i don't want it to be too easy either.
VPaulus
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Re: How to achieve "Call for reinforcement”

Post by VPaulus »

Glad to see you back, Naturesheva. :)
El_Condoro
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Re: How to achieve "Call for reinforcement”

Post by El_Condoro »

It may not be what you want but pre-set reinforcements can easily be 'called for' by a HQ unit if it is scripted that they appear:

1. When the HQ unit enters a particular hex - it would be possible to have different reinforcements called according to which hex the HQ unit entered. Use zones and the name of the HQ unit to trigger.
2. When the HQ unit is disbanded. If the HQ unit no longer exists reinforcements can appear. Each reinforcement unit would have to be set to appear triggered by the non-existence of the HQ unit.

Another option is to assign prestige to the player according to the hex in which the HQ unit is located, or by turn, or whatever (e.g. core units drop below a certain level). This is a variation on 1. but it means a. the player can select his own reinforcements, and b. the units do not have to be pre-placed by the modder. Obviously, the player would need to have an owned city in which to deploy these reinforcements.
naturesheva
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Re: How to achieve "Call for reinforcement”

Post by naturesheva »

VPaulus wrote:Glad to see you back, Naturesheva. :)
Thanks, guys, that's a very nice feeling with all these discussion, like coming back to a cozy home. :D
naturesheva
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Re: How to achieve "Call for reinforcement”

Post by naturesheva »

El_Condoro wrote:It may not be what you want but pre-set reinforcements can easily be 'called for' by a HQ unit if it is scripted that they appear:
2. When the HQ unit is disbanded. If the HQ unit no longer exists reinforcements can appear. Each reinforcement unit would have to be set to appear triggered by the non-existence of the HQ unit.
This really help me finally worked out the solution.

My solution is quite similar to this, but use multi-purpose rather than disbanded unit.
With the new "tag" system, finally I achieve the function of calling the reinforcement.
Once the player want to call reinforcement, all what need to do is ,for example, turning the HQ unit from an infantry unit to a submarine unit and stay on that for one turn. If that's the only submarine unit in the map, this could activate a TAG called "reinforce", and the reinforcement could appear in the next turn.
Even more, if we set a series of tags, we can control how many turns it will take until the reinforcement come. For example, the first activated TAG is "A", then in next turn, the exist of "A" can activate new TAG "B", and around and around... :D

I just tested, and that could work quite beautifully. I wish this could be helpful any Modders.

The only disadvantage is we need to sacrifice a type of unit. But for some Mod, like what I'm making now, there's almost no submarine involved, so I don't think that will be a big problem.
The benefit of this function is to bring more depth to the game. For example, The player now can choose either call the reinforcement and make the battle easier, or just fight alone and win more award on Prestige.

Again, thanks all you guys giving me all these suggestions!
Chris10
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Re: How to achieve "Call for reinforcement”

Post by Chris10 »

Naturesheva wrote:
El_Condoro wrote:It may not be what you want but pre-set reinforcements can easily be 'called for' by a HQ unit if it is scripted that they appear:
2. When the HQ unit is disbanded. If the HQ unit no longer exists reinforcements can appear. Each reinforcement unit would have to be set to appear triggered by the non-existence of the HQ unit.
This really help me finally worked out the solution.

My solution is quite similar to this, but use multi-purpose rather than disbanded unit.
With the new "tag" system, finally I achieve the function of calling the reinforcement.
Once the player want to call reinforcement, all what need to do is ,for example, turning the HQ unit from an infantry unit to a submarine unit and stay on that for one turn. If that's the only submarine unit in the map, this could activate a TAG called "reinforce", and the reinforcement could appear in the next turn.
Even more, if we set a series of tags, we can control how many turns it will take until the reinforcement come. For example, the first activated TAG is "A", then in next turn, the exist of "A" can activate new TAG "B", and around and around... :D

I just tested, and that could work quite beautifully. I wish this could be helpful any Modders.

The only disadvantage is we need to sacrifice a type of unit. But for some Mod, like what I'm making now, there's almost no submarine involved, so I don't think that will be a big problem.
The benefit of this function is to bring more depth to the game. For example, The player now can choose either call the reinforcement and make the battle easier, or just fight alone and win more award on Prestige.

Again, thanks all you guys giving me all these suggestions!
You really could have that easier :P ...if you call your same Infantry switch unit simply HQ and use a trigger check with name HQ...it doesnt matter what unit type that is as it only checks for the existence of the name HQ and this name only exists if you switch the unit to its shadow...and from there you use the serial tags...
however, its no dynamic function and only pre-placed units can be used..so no decision about what kind of unit arrives..
naturesheva
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Re: How to achieve "Call for reinforcement”

Post by naturesheva »

Chris10 wrote: You really could have that easier if you call your same Infantry switch unit simply HQ and use a trigger check with name HQ...it doesnt matter what unit type that is as it only checks for the existence of the name HQ and this name only exists if you switch the unit to its shadow...and from there you use the serial tags...
however, its no dynamic function and only pre-placed units can be used..so no decision about what kind of unit arrives..
The name of the unit cannot be changed with a multipurpose button. So only check the name cannot activate the Tag. :(

And, just like what you said, all the reinforcement must be pre-placed, the player may have choise. Different HQ or different turn can result as different reinforcement. However, it is still quite limited.

I guess there's always some limitations in PzC, ideally I want to give the HQ more function like increase attack for a range of units.

Is there any idea for the setting of a HQ unit?

Many thanks.
Chris10
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Re: How to achieve "Call for reinforcement”

Post by Chris10 »

Naturesheva wrote: The name of the unit cannot be changed with a multipurpose button. So only check the name cannot activate the Tag. :(
errrr..yeah..just checked...I supposed this to be logical and never checked actually..the name should be dragged from the FULL NAME column in the equipment file and not consist of an engine assigned number (11th,12th) and the SHORT NAME line...
the current system is a bit unfortunate
fsx
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Re: How to achieve "Call for reinforcement”

Post by fsx »

Perhaps you should create the switch-unit.
Primary it is the "normal" unit. If you switch to an other class ask in the conditions for unit name and class to give the reinforcement.

If you "add" some units over the time in the reinforcement troops, the player would be "awarded" for waiting with the call. Or you give prestige for each round the player not called the reinforcement (at the end of the scenario).
Chris10
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Re: How to achieve "Call for reinforcement”

Post by Chris10 »

fsx wrote:Perhaps you should create the switch-unit.
Primary it is the "normal" unit. If you switch to an other class ask in the conditions for unit name and class to give the reinforcement.

If you "add" some units over the time in the reinforcement troops, the player would be "awarded" for waiting with the call. Or you give prestige for each round the player not called the reinforcement (at the end of the scenario).
have you read thru the topic ? :D
there was talk about this
fsx
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Re: How to achieve "Call for reinforcement”

Post by fsx »

Chris10 wrote:
fsx wrote:Perhaps you should create the switch-unit.
Primary it is the "normal" unit. If you switch to an other class ask in the conditions for unit name and class to give the reinforcement.

If you "add" some units over the time in the reinforcement troops, the player would be "awarded" for waiting with the call. Or you give prestige for each round the player not called the reinforcement (at the end of the scenario).
have you read thru the topic ? :D
there was talk about this
BUT - if you check in the condition the class and the name you could switch the HQ unit to call reinforcements. You have to check both class and name.
What I read is, that you checked one part for the call. And this is not enough.
The unit has the same name in both classes. But only for one of the used classes the call would be set.
And you could use all the classes for "normal" units, because the "special one" has a special name.

And you could use a multi-switch to set some calls, if you use for each switch unit an unique (for this special unit) class.

@chris10: Man muss beides abfragen, Klasse UND Einheitenname. Dann können alle Klassen normal verwendet werden, weil es nur ein speziell benanntes HQ-unit gibt. Und außerdem ist es möglich, mehrere calls abzusetzen, wenn man eine Multiswitch-Einheit mit unterschiedlichen Klassen verwendet.
naturesheva
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Re: How to achieve "Call for reinforcement”

Post by naturesheva »

fsx wrote:Perhaps you should create the switch-unit.
Primary it is the "normal" unit. If you switch to an other class ask in the conditions for unit name and class to give the reinforcement.
A condition combines with both name and class is a brilliant idea~!!
This can solve the problem that I mention before.

Thanks a lot~! fsx~~
Chris10
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Re: How to achieve "Call for reinforcement”

Post by Chris10 »

fsx wrote: @chris10: Man muss beides abfragen, Klasse UND Einheitenname. Dann können alle Klassen normal verwendet werden, weil es nur ein speziell benanntes HQ-unit gibt. Und außerdem ist es möglich, mehrere calls abzusetzen, wenn man eine Multiswitch-Einheit mit unterschiedlichen Klassen verwendet.
oh..yeah...now that you mention it... :D
thing is...since I havent started filling the PzC east map and havent started scripting I really didnt had a close look until now...only looked superficially on the basic scripting abilities...I get indepth once I set the map up with untis

however...there is a golden rule in gamedesign..."Keep it simple"..overly complicated functions which require to much user interaction and which are not "obvious" and "intuitive" are contraproductive...its the same with mod installing...split up installation archives and downloads, cluttered folders and unorganized patches are greatly reducing the amount of people downloading and playing a mod cause the average user is a computer illiterate and sometimes even a simple copypasting can become a huge obstacle
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