AI controlled units in forest visible during deployment

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vakarr
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AI controlled units in forest visible during deployment

Post by vakarr »

Still working on perfecting my first scenario: the AI controlled infantry are all in thick woods but they are all visible during deployment. How do I fix that?
Also, during deployment all the human-controlled units can be moved anywhere on the map, there does not seem to be a particular deployment area, and anyway I thought I had setup a fixed deployment. How do I make the units fixed so they can't be moved at all during deployment (they say they are fixed)?
rbodleyscott
Field of Glory 2
Field of Glory 2
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Re: AI controlled units in forest visible during deployment

Post by rbodleyscott »

vakarr wrote:Still working on perfecting my first scenario: the AI controlled infantry are all in thick woods but they are all visible during deployment. How do I fix that?
Firstly, you will need a scenario script. In the main directory of the main build you will find a file called SCENARIOTEMPLATE.BSF.

Copy that to

/Documents/My Games/FieldOfGlory2/CAMPAIGNS/THRACIANEMPIRE/SCENARIOS

and change its name to

Odrysians_vs_Triballi.BSF

Then add the following code at the end of the file

Code: Select all

FUNCTION PostLOSActions()
{
    if(GetTurn()==0)
        {
             SetAreaLOS(x,y,x2,y2,0,0);
        }
}
substituting the location values for the lowest and highest corners of the rectangle you want to hide troops in, as follows:

x is the lowest x value of the map rectangle in which you want to hide the units from view.
y is the lowest y value of the map rectangle in which you want to hide the units from view.
x2 is the highest x value of the map rectangle in which you want to hide the units from view.
y2 is the highest y value of the map rectangle in which you want to hide the units from view.
Also, during deployment all the human-controlled units can be moved anywhere on the map, there does not seem to be a particular deployment area, and anyway I thought I had setup a fixed deployment. How do I make the units fixed so they can't be moved at all during deployment (they say they are fixed)?
Fixed does not mean they are fixed in place, but they are fixed units as opposed to units that can be purchased with points.

In the Editor there is a toggle for whether the player gets a Deployment phase or not. It is the right hand button on the second row. To prevent either side getting a deployment phase, I think you need to set it so that there is a circle under both banners.
Richard Bodley Scott

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Odenathus
Staff Sergeant - StuG IIIF
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Re: AI controlled units in forest visible during deployment

Post by Odenathus »

Hi Richard

I'm trying to use this for a Teutoburger Wald scenario: Romans side 0, I want the ambushing Germans hidden (if appropriate) from the start.

This scripting does what it says on the tin, i.e. the Germans are invisible from the start, BUT it also seems to prevent the Romans moving at all - you can't click on the Roman units, they can't move, and even the small Roman unit description boxes at the bottom don't show up.

If that's the only way to hide the Player 1 units on the first turn then fair enough, it is an ambush, but I had it in mind to let the Romans at least swivel in the direction of potential attackers, even if they couldn't see them. I'm using...

Function PostLOSActions()
{
If (GetTurn()==0)
{
SetAreaLOS(16,16,65,65,0,0);
}
}

Does anything spring instantly to mind? I'm an absolute dunce at scripting.

Cheers

Mark
rbodleyscott
Field of Glory 2
Field of Glory 2
Posts: 28323
Joined: Sun Dec 04, 2005 6:25 pm

Re: AI controlled units in forest visible during deployment

Post by rbodleyscott »

You have set the entire map out of LOS which prevents movement because you have blindfolded all of your men. You need to put in the coordinates of just the area the enemy to be hidden are are in.

I guess that if the area to be hidden isn't rectangular, you can make the whole map out of LOS then make the part the Romans are in in LOS:

Code: Select all

Function PostLOSActions()
{
  If (GetTurn()==0)
  {
    SetAreaLOS(16,16,65,65,0,0); // Whole map
    SetAreaLOS(x, y, x2, y2, 0, 1); // Area Romans are in
  }
}
I haven't tried this but it ought to work
Richard Bodley Scott

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Odenathus
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 287
Joined: Sat Jun 27, 2009 10:02 pm

Re: AI controlled units in forest visible during deployment

Post by Odenathus »

Thanks Richard, that's given me the length but not the width, as the bishop probably said to the actress, but I see the principle and will tinker around. I can see that it will work if done properly.

Cheers

Mark
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