Editor: Remove Unit bug?

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Erik2
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Editor: Remove Unit bug?

Post by Erik2 »

I want AI units with various custom names to be removed from the map when they enter a specific location.
I've tried all 3 remove options; Kill, Undeploy and Exit. None of them will remove the unit after it has entered the location. The removal should happen the next turn.

I've attached my tiny test scenario.

A few questions while I'm at it:
Will Kill count against any Check Unit Count conditions?
Does Undeploy mean that the unit will be available for deployment by the player?
Does Exit mean that the unit will head toward the nearest available Exit location on the map?

Thanks
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terminator
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Re: Editor: Remove Unit bug?

Post by terminator »

Hi Erik,
It seems that the editor is not very flexible in the use. There are things which the editor should be able to make but which the editor does not make.I have the impression that for the units the editor can do only one action by turn. In your example the only action which the editor can make on the unit it is to test the position after the movement. Certainly because it is the AI which manages the unit.
It is the same problem as I evoked with Event Popup : impossible to display a message during the AI turn.
The editor is often a beta version.
I have not tested but I am almost sure that it is possible with Panzer Corps.
For your other questions I have not tested these functions yet.
uran21
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Re: Editor: Remove Unit bug?

Post by uran21 »

Kill will kill unit with animations and wreckage included. If there is some kill counter involved it will count unit as killed.
Undeploy will put unit in reserve list and you will be able to deploy it back on the map.
Exit removes unit from the map but you are not able to deploy it back. Exit happens instantly, on the spot, when trigger is hit. Unit will not "go" towards exit point.

Problem you have with this test scenario is indeed specific. I could not make it to work.
Problem is somehow connected with combination of condition and effect.

If I change condition to, lets say, turn count unit is being killed. If I add one more effect, like pop up message, message is displayed and also it is evident variable is added to count. If I remove all other effects except kill it is still not working.
So condition is fine, effects are fine but combination of this particular condition and this particular effect are not working.
Erik2
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Re: Editor: Remove Unit bug?

Post by Erik2 »

uran41
Thanks for testing.

I hope adherbal will fix this in the next update.
I have several scenarios in a new naval campaign that uses this trigger/effect to keep track of when an invasion is considered finished.
bebro
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Re: Editor: Remove Unit bug?

Post by bebro »

To add to uran's post: remove works fine for me even if the target unit is renamed, pls. see pic -this produces correctly a unit wreck (if these are active in options, otherwise you don't see it)

So you could simply try to change the effects combi or split it into two triggers
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uran21
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Re: Editor: Remove Unit bug?

Post by uran21 »

What version did you tested it on bebro?

I did a test in 3.4.2 (official release). I also did fresh test to check is the problem in corrupt file on Erik's side.
It didn't work for me using only this isolated case.

EDIT: If trigger is checked at scenario start and unit is not moving it works. It also works if Trigger Event is changed to Turn Start and unit moves but not with Move Event.
bebro
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Re: Editor: Remove Unit bug?

Post by bebro »

I tested this with the dev version of 3.4.2.
Erik2
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Re: Editor: Remove Unit bug?

Post by Erik2 »

Thanks for joining the party :D

I tested with beta 4.0. Unit is not removed.

Screenshot with the minimum of Conditions/Effects if it is to be useful for my need.
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uran21
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Re: Editor: Remove Unit bug?

Post by uran21 »

Setting Trigger Event to Move Event is what is causing problem (it is a bug) so if this is not so important to you Erik and if you set Trigger Event to something different like Turn Start it would work but not sure does this setting fits your intentions with scenario.

Any Event would not work in this case either.
Erik2
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Re: Editor: Remove Unit bug?

Post by Erik2 »

And it works! :D

Thanks to everyone involved and especially uran21.

Now back to the editor and change a bunch of triggers in a number of scenarios.
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