Deploying reinforcing core units not working

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Erik2
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Deploying reinforcing core units not working

Post by Erik2 »

I recently did a major overhaul of two scenarios.
The main job was making all units core, adding command points for the various turns, remove the old spawn locations and adding deployment zones for turns 1-99 on the map.
I thought all was well when I finished.
A couple of multiplayer tests however reveals that these core units do not arrive in the reserve list on the proper turns. Why....? :evil:
This would be perfect for giving the player teh correct historical reinforcements at the proper time, but leave the deployment options to the player.
I see this as a major oversight in OOB and would classifice it as a big bug, except that I don't think the original game designer never thought of this functionality.

Any other views on this?
Come on, my scenario-creating friends. I'm sure you see the potential in this.
Frustrated me will get back to the drawing board and see if I can salvage these two scenarios.
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Re: Deploying reinforcing core units not working

Post by Chema_cagi »

That's a pity, free deploy of core reinforcements was very interesting. I'm sorry for your wasted work
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Re: Deploying reinforcing core units not working

Post by Chema_cagi »

Might it be Op. Watchtower 10.5 one of those revamped scenarios? I've just got as the US player like 110 naval CPs, but no RP or units to deploy...(IIRC it was turn 7)
conboy
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Re: Deploying reinforcing core units not working

Post by conboy »

Please pm me a link. If you got it partially working, there must be a way to fix.

conboy
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Re: Deploying reinforcing core units not working

Post by GabeKnight »

Couldn't you just spawn a core unit and then immediately use the undeploy trigger on them? Wouldn't that do the trick? Same principle as discussed in the other thread with the "deploy zones".
Erik2
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Re: Deploying reinforcing core units not working

Post by Erik2 »

GabeKnight wrote: Wed Dec 02, 2020 6:29 am Couldn't you just spawn a core unit and then immediately use the undeploy trigger on them? Wouldn't that do the trick? Same principle as discussed in the other thread with the "deploy zones".
You would have to spawn a core unit in a location and then trigger-undeploy it.
That is a lot of work for a large number of units, really large...
Erik2
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Re: Deploying reinforcing core units not working

Post by Erik2 »

conboy wrote: Wed Dec 02, 2020 5:27 am Please pm me a link. If you got it partially working, there must be a way to fix.

conboy
The scenario is already published.

https://www.dropbox.com/s/4xc1klhpx7bxp ... 5.zip?dl=0

The easiest way to check it is to take a look at the Luftwaffe/FJ-spawns on turn-2.
Thanks.
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Re: Deploying reinforcing core units not working

Post by GabeKnight »

Erik2 wrote: Wed Dec 02, 2020 8:15 am You would have to spawn a core unit in a location and then trigger-undeploy it.
That is a lot of work for a large number of units, really large...
I see... Sounds maybe a bit naive, but I thought that you had to spawn them anyway if they are supposed to arrive at some later point? Or how else do you "give" them to the player if not per CP slots and money?
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Re: Deploying reinforcing core units not working

Post by Erik2 »

I create the spawns as usual, core units but with no set locations.
I add the proper command points.
I would simply like to see these units in the reserve list and deploy them wherever applicable.
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Re: Deploying reinforcing core units not working

Post by conboy »

I think Gabe is right. You have to spawn them anyway. You could spawn them and remove/undeploy instantaneously.

I imagine it would work with one trigger set you could clone and adjust the unit selection in each clone. You could assign them all to be deployed in the same hex, too, because they go into reserve box without going onto the board.

Gabe's trigger worked just fine for me and should do the trick for you, unless I misunderstand your expressed desire.

conboy
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Re: Deploying reinforcing core units not working

Post by Erik2 »

OK, if there really is a solution to this Id be a happy camper.

To repeat, the current state is:
Core units are spawned turn 2+, but are not given specific map locations.
Commander points are assigned matching the values of the spawned units.

I assume units can only be un-deployed using a trigger if they are already on the map?
So I do not get how to create an un-deploy trigger since the core unit has not spawned already.
This is a catch-22 situation for me at the moment.
Help....
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Re: Deploying reinforcing core units not working

Post by GabeKnight »

Erik2 wrote: Wed Dec 02, 2020 12:03 pm Help....
Start and on turn 2 you'll get a core infantry to deploy.
You even don't need to add CP, as it's done automatically.

PS: No, no, no, noooooooo....still the plane.... :cry:
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Re: Deploying reinforcing core units not working

Post by Chema_cagi »

Sorry to annoy again, it's just for knowing if All Along the Watchtower 10.5 has this same bug

It's turn 8. In turn 7 the US got like 110 naval CPs, but resources are at +20/turn and there are no units to deploy.

IIRC in a previous version there was a task force spawning to the SE
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Erik2
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Re: Deploying reinforcing core units not working

Post by Erik2 »

Thanks for the mini-scenario Gabe. I tested it and it works fine.
I need to add a single spawn location for all units in each set of spawns, but with a remove trigger distance of 2-3 all spawned units are put in the reserve.

Thank you all, you really saved these scenarios.
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Re: Deploying reinforcing core units not working

Post by Erik2 »

Yes, both Operazione and Watchtower suffer from thesame issue But I'll fix it now that I know how.
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Re: Deployment to Reserve Box during game

Post by conboy »

A day late and a dollar short to help Erik, if anybody wants to know how to put units in the reserve box during a game -- do it this way:
Screenshot 6.jpg
Screenshot 6.jpg (360.32 KiB) Viewed 1942 times
This INSTANTLY puts any units spawned in a given area into the reserve box (this one is 15 hexes in radius but you can make it as small as you want). The units don't go onto the map, they go straight into the reserve box.

conboy

Oh yeah, another thing -- it needs to be set to -1 for frequency and then use another trigger to turn it off because any units caught in there will be undeployed. I'm using it as an exclusion zone but if you want it for deployments directly to the reserve box, recommend you use an out-of-the way hex and a very small radius.
Last edited by conboy on Wed Dec 02, 2020 2:38 pm, edited 3 times in total.
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Re: Deployment to Reserve Box during game

Post by terminator »

conboy wrote: Wed Dec 02, 2020 2:28 pm A day late and a dollar short to help Erik, if anybody wants to know how to put units in the reserve box during a game -- do it this way:
Maybe there is a better Trigger Event than Any Event ?
I don't use the Trigger Event "Any Event" in my scenario.
Last edited by terminator on Wed Dec 02, 2020 2:35 pm, edited 1 time in total.
conboy
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Re: Deploying reinforcing core units not working

Post by conboy »

Terminator,
let me know what it is.

conboy
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Re: Deploying reinforcing core units not working

Post by terminator »

conboy wrote: Wed Dec 02, 2020 2:34 pm Terminator,
let me know what it is.

conboy
Maybe Move Event ?
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Re: Deploying reinforcing core units not working

Post by conboy »

They don't move because they never hit the board.
It's not a VeePee capture or a combat event. None of the other options match up.
It may or may not be turn start.
So if it's against your principles to use Any Event, maybe Turn Start or something else that sets up the conditions.
Me, I'm happy with how mine turned out.
It's set to turn off on Turn 2 so I suppose if I wanted to be precise it would be scenario start in my case -- It's to prevent US troops from deploying in the Brit zone before the scenario starts.

conboy
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