Introducing scripted reinforcement units at specific turn?
Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design
-
the_iron_duke
- Captain - Bf 110D

- Posts: 862
- Joined: Tue Nov 01, 2011 1:45 pm
Introducing scripted reinforcement units at specific turn?
Is it possible with the scenario editor to introduce new units into a custom scenario at a specified turn. For example, say I wanted a Grenadier unit named 'II./Pz.Gr. 99' to enter the game at hex (1,10) on Turn 5 can this be scripted?
Re: Introducing scripted reinforcement units at specific tur
Very easily. Just place the unit normally where you want it to appear e.g. 1,10. Then click on the unit while holding down the "Shift" key to pop up the unit parameters slider where you can add a specific name and other useful things like experience. Then click on "Edit trigger" at the bottom of the unit parameters slider then click "Edit time condition" and enter the number of the turn you want the unit to appear. For example if you enter "Turn between 5 and 10" the unit will appear in turn 5, unless its hex is occupied by another unit in that turn. If so, it will appear in turn 6, 7, ... until the hex is unoccupied. However, if it cannot be placed until turn 10 for the same reason then it will not appear in the scenario.
Note that you can also randomize unit placement by adding a radius around its hex OR by specifying a zone in which the unit will appear. In this way you can have more than one unit appear in the same hex but in different turns.
Note that you can also randomize unit placement by adding a radius around its hex OR by specifying a zone in which the unit will appear. In this way you can have more than one unit appear in the same hex but in different turns.


slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
-
the_iron_duke
- Captain - Bf 110D

- Posts: 862
- Joined: Tue Nov 01, 2011 1:45 pm
Re: Introducing scripted reinforcement units at specific tur
Thanks for the reply and instructions - I'll give it a go.
I'm thinking of making a scenario with two Panzer/armoured divisions and one infantry division on each side at the start, with an additional Panzer/armoured division appearing as reinforcements after a few turns.
I'm thinking of making a scenario with two Panzer/armoured divisions and one infantry division on each side at the start, with an additional Panzer/armoured division appearing as reinforcements after a few turns.
Re: Introducing scripted reinforcement units at specific tur
Absolutely possible. Just do not forget to draw the player's attention to it by adding the message script "Reinforcements have arrived: the xy Division is awaiting your orders!" or something like that, and maybe also coupled with a center on hex command in the same script.


slitherine.com/forum/viewtopic.php?f=147&t=47985
slitherine.com/forum/viewtopic.php?f=147&t=36969
-
the_iron_duke
- Captain - Bf 110D

- Posts: 862
- Joined: Tue Nov 01, 2011 1:45 pm
Re: Introducing scripted reinforcement units at specific tur
Good idea. Thanks for the help.McGuba wrote:Absolutely possible. Just do not forget to draw the player's attention to it by adding the message script "Reinforcements have arrived: the xy Division is awaiting your orders!" or something like that, and maybe also coupled with a center on hex command in the same script.
Re: Introducing scripted reinforcement units at specific tur
I might add that several official scenarios add a simple time condition of, say [9,9]
Meaning that the unit(s) appear on turn 9.
No safeguarding measures are taken in this case to account for the case when the hex is already occupied.
However, since it is so easy to follow the advice you've already been given, I too suggest you replace the above with [9,-1] meaning that the game tries more than once to give you the unit: in this case from turn nine every turn all the way until the last turn (-1 meaning "the first turn from the end of the scenario", or as you and I would say it, "last turn"
).
Meaning that the unit(s) appear on turn 9.
No safeguarding measures are taken in this case to account for the case when the hex is already occupied.
However, since it is so easy to follow the advice you've already been given, I too suggest you replace the above with [9,-1] meaning that the game tries more than once to give you the unit: in this case from turn nine every turn all the way until the last turn (-1 meaning "the first turn from the end of the scenario", or as you and I would say it, "last turn"
-
the_iron_duke
- Captain - Bf 110D

- Posts: 862
- Joined: Tue Nov 01, 2011 1:45 pm
Re: Introducing scripted reinforcement units at specific tur
Thanks for the additional info!

