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Re: Next issue - hiding units

Posted: Tue Jul 12, 2022 2:25 pm
by rbodleyscott
stockwellpete wrote: Tue Jul 12, 2022 2:07 pm
rbodleyscott wrote: Tue Jul 12, 2022 12:33 pm
The risk of doing so is that your scenario may suddenly stop working at all after a game update affecting the vanilla version of that script. (Until you redo the modded script - which isn't a service that I can offer).

So I recommend against it.
OK, I suppose the best time to try something like this is when all the DLC's are out and the code is more or less "final".
Yes, but it will never be finally final while I am still updating the game.

Re: Next issue - hiding units

Posted: Tue Jul 12, 2022 2:33 pm
by rbodleyscott
The other way of approaching this then might be to reduce the lethality of archery fire when a unit has moved or turned. I am not sure what the precise % penalty for shooting when moving or turning is at the moment. I'll set something up in my Training Ground in a minute, but perhaps I could make it almost pointless to move and shoot without actually altering the code itself?
You can have a CustomShootingPOA() function in your scenario script, and this could be used to drastically reduce the shooting POA of units that move and shoot.

Re: Next issue - hiding units

Posted: Tue Jul 12, 2022 3:11 pm
by stockwellpete
rbodleyscott wrote: Tue Jul 12, 2022 2:33 pm You can have a CustomShootingPOA() function in your scenario script, and this could be used to drastically reduce the shooting POA of units that move and shoot.
OK, that will be the way to go right across the series of scenarios.