pipfromslitherine wrote:From looking at the script, seems the counter counts up from zero, so setting it to zero should start it off with it's normal delay before it becomes available.
Cheers
Pip
Thanks Pip,
Updated code to below, reseting to 0 instead of 2, but when I run the MP, it still stays 25 Pdr and German Art are "Ready to use" and lets me order them... In an MP game with Allied deployment, is the Allied first actual move still turn 0? And the German first move still turn 1?
Code: Select all
// Deactivate bombardments for the first two turns
if (GetTurn() == 0) // Allied
{
SetScriptGlobal("Typhoon", "gCounter", 0) ;
SetScriptGlobal("Naval", "gCounter", 0) ;
SetScriptGlobal("25Pdr", "gCounter", 0) ;
}
if (GetTurn() == 1) // German
{
SetScriptGlobal("GermanArt", "gCounter", 0) ;
}