Is the only thing I lack for my maps to work correctly to a level acceptable to me. 've made my first script and if that works I'm already satisfied for now
Sorry for my english. Thanks!!
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// Reinforcement0.BSF
include "Functions.BSF"
include "Helpers.BSF"
FUNCTION StartTurn(side)
{
int id
// ...
// Autogenerated script for reinforcement group 1 on side 0 - Paste this code into your StartTurn function:
if (GetTurn() == 2)
{
PlaceUnit(17, 24, 2, 0, 0, "GREY_HUNTER_BOLTER1")
AddVizFunctionCall("GetHeadImage", 0, "BP0Image:", 13)
ShowUIScreenToSide("BattlePop0", "Anim1", "IDS_AUTO_REINF_0", GetWorkString(13), 0)
PlaceUnit(18, 25, 2, 0, 0, "GREY_HUNTER_FLAMER3")
PlaceUnit(17, 26, 2, 0, 0, "BLOOD_CLAWS")
PlaceUnit(18, 23, 2, 0, 0, "BLOOD_CLAWS")
}
// ...
}
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// Reinforcement1.BSF
include "Functions.BSF"
include "Helpers.BSF"
FUNCTION StartTurn(side)
{
int id
// ...
// Autogenerated script for reinforcement group 2 on side 0 - Paste this code into your StartTurn function:
if (GetTurn() == 4)
{
PlaceUnit(34, 33, 5, 0, 0, "LANDSPEEDER")
AddVizFunctionCall("GetHeadImage", 0, "BP0Image:", 13)
ShowUIScreenToSide("BattlePop0", "Anim1", "IDS_AUTO_REINF_1", GetWorkString(13), 0)
PlaceUnit(33, 34, 5, 0, 0, "LANDSPEEDER")
PlaceUnit(32, 32, 5, 0, 0, "LANDSPEEDER")
}
// ...
}
Code: Select all
//Scenario.BSF
include "Functions.BSF"
include "Helpers.BSF"
FUNCTION StartTurn(side)
{
int id
if (GetTurn() == 2)
{
PlaceUnit(17, 24, 2, 0, 0, "GREY_HUNTER_BOLTER1")
AddVizFunctionCall("GetHeadImage", 0, "BP0Image:", 13)
ShowUIScreenToSide("BattlePop0", "Anim1", "IDS_AUTO_REINF_0", GetWorkString(13), 0)
PlaceUnit(18, 25, 2, 0, 0, "GREY_HUNTER_FLAMER3")
PlaceUnit(17, 26, 2, 0, 0, "BLOOD_CLAWS")
PlaceUnit(18, 23, 2, 0, 0, "BLOOD_CLAWS")
}
if (GetTurn() == 4)
{
PlaceUnit(34, 33, 5, 0, 0, "LANDSPEEDER")
AddVizFunctionCall("GetHeadImage", 0, "BP0Image:", 13)
ShowUIScreenToSide("BattlePop0", "Anim1", "IDS_AUTO_REINF_1", GetWorkString(13), 0)
PlaceUnit(33, 34, 5, 0, 0, "LANDSPEEDER")
PlaceUnit(32, 32, 5, 0, 0, "LANDSPEEDER")
}
}
-1 : This is a pre-turn called when a scenario is first begun
0 : First turn for side 0
1 : First turn for side 1
2 : Second turn for side 0
3 : Second turn for side 1
4 : etc
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for(i=0; i<GetUnitCount(1); i++)
{
id = GetUnitID(0, i) ;
SetupStartAbilities(id, 0);
}
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id = PlaceUnit(25, 32, 2, 0, 0, "IMPERIAL_FIST_ASSAULT")
SetupStartAbilities(id, 0)
id = PlaceUnit(24, 33, 2, 0, 0, "RED_WOLVES_FLAMER")
SetupStartAbilities(id, 0)
id = PlaceUnit(24, 36, 2, 0, 0, "DARK_ANGEL_BOLTER")
SetupStartAbilities(id, 0)
id = PlaceUnit(25, 36, 2, 0, 0, "IMPERIAL_FIST_ASSAULT")
SetupStartAbilities(id, 0)

So did you get the Side 1 Reinforce Text to pop up in Mission using the mymap.bsf? I was using the Text9.txt file that is auto generated upon export from the Reinforce Tool but it seemed to stop adding entries at 3 lines but I think that is due to the fact that when it reads the first Side 1 line, it just stops.ur1 wrote:I think 7 groups are allowed on each side.And can repeat numbering.
I entered the information on the correct turn in the " mymap.BSF" file.And the map works perfectly.
It is also important that the tile where the reinforcements arrive is empty on that turn.Or reinforcements will not appear.
Next stop.abilities
thanks for the help!


That is what the first part does, I think:pipfromslitherine wrote:To change the icon you put an encoded string into the imageTags in a call to:
//show the UI object screen, setting up with text of the form textTag_objName for each object. Image tags are 1 or more obj:file pairs seperated by a $
ShowUIScreen(screenName, animName, textTag, [imageTags])
Code: Select all
ShowUIScreenToSide("BattlePop0", "Anim1", "IDS_AUTO_REINF_0", GetWorkString(13), 0)Code: Select all
AddVizFunctionCall("GetHeadImage", 0, "BP0Image:UNITICON0", 13)Code: Select all
AddVizAnim(id, "LAND", 255)
AddVizFunctionCall("GetHeadImage", 0, "BP0Image:UNITICON0", 13)
ShowUIScreenToSide("BattlePop0", "Anim1", "IDS_AUTO_REINF_0", GetWorkString(13), 0)
// ShowUIScreen("BattlePop0", "Anim1", "IDS_AUTO_REINF_0", "GetHeadImage")
