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Market Garden carry over campaign mode
Posted: Fri Jun 15, 2012 2:47 pm
by rf900
Hi, I have read that the Market Garden expansion has a mode for campaign in which you carry over units from mission to mission. IMO it is a very interesting mode, wished I had picked it up during the sale. My question is, ¿is this mode optional? ¿Would it be possible to include it in other campaigns only by modding?
Re: Market Garden carry over campaign mode
Posted: Fri Jun 15, 2012 8:18 pm
by junk2drive
I'm pretty sure that one of the updates put it in the editor.
Re: Market Garden carry over campaign mode
Posted: Mon Jun 18, 2012 11:18 am
by IainMcNeil
Yes it can be added to anything but requires the campaign to be built with it in mind so would need a lot of changes to a standard campaign.
Re: Market Garden carry over campaign mode
Posted: Tue Jun 19, 2012 7:06 am
by rf900
I see it thanks
Re: Market Garden carry over campaign mode
Posted: Thu Jun 21, 2012 9:30 am
by rf900
I don't have the expansion, but what happens with reinforcements during scenarios? Do those stick up with your starting units to carry over to the next scenarios?
Re: Market Garden carry over campaign mode
Posted: Thu Jun 21, 2012 12:43 pm
by junk2drive
When you create the scenario you can designate units to be carryover units or just regular units. Only surviving carryover units will carryover to the next battle. Reinforcements cannot be carryover as far as I know.
Re: Market Garden carry over campaign mode
Posted: Thu Jun 21, 2012 3:42 pm
by pipfromslitherine
You can carry over reinforcements, you just need to add some scripting to do it. You need to set and attribute on the unit called System_Carryover to 1 and it should be carried over just like any units placed on the map.
Cheers
Pip
Re: Market Garden carry over campaign mode
Posted: Mon Jul 02, 2012 8:23 am
by rf900
Just purchased the Market Garden expansion, I am a bit confused on how the carryover is working. From the playing perspective is not very clear which units are carried over.
Looking at the scripts I see this code:
Code: Select all
count = GetCarryoverCount(1,0) ; // mission 2(remember missions start at 0) side 0
for(i=0;i<count;i++)
{
// fetch and place the i'th unit from the carryover data
id = AddCarryoverUnit(19+i, 18, 1,0,i ) ;
}
I suppose is the only one that places the carryover units, but this appears only in Mission1b.BSF and Mission7.BSF. And from ingame texts it says some units will reappear in mission4 and another one that seems not to match the previous scripts numbers. Will check this better in another play through.
Anyway, am I missing something? Is there another way in which it recovers units from other missions? Are the promotions kept? Would it be possible to add visible icon to units that will be carried over to another scenario and another icon that denotes that a unit comes from a previous one?
I was expecting more of a story progression of units for this campaign, right now I am not able to tell the differences from one another.
Re: Market Garden carry over campaign mode
Posted: Mon Jul 02, 2012 8:51 pm
by pipfromslitherine
The scripting is for units which come on as reinforcements after being carried over from a prior mission. The editor allows for automated additions of any carryover units at the start of the mission.
Unit status (i.e. promotions) are carried over, as are unit strength. It's possible the script to carry over other attributes.
Cheers
Pip
Re: Market Garden carry over campaign mode
Posted: Tue Jul 03, 2012 6:09 am
by rf900
Thanks again, I saw yesterday the option to add them in the editor with more help, I think I got it now.
Re: Market Garden carry over campaign mode
Posted: Thu Jul 05, 2012 7:17 am
by rf900
I have finished the campaing and its good, but was expecting more progression for the units with the carryover system. My main problem was that I really didn't knew which units are carried over and taken to next missions as not all of them are.
I have added a (*) before the name of the units for the ones that are carried over to next missions. Not sure if it gives an unfair advantage, but I think it make sense to know which ones you will have at the end game.
Code: Select all
StartString() ;
if (GetAttrib(me, "System_Carryover") == 1 )
{
PrintStringLiteral("*") ;
}
PrintStringIndexed("IDS_UNITNAME", GetUnitStringID(me) ) ;
Re: Market Garden carry over campaign mode
Posted: Fri Jul 06, 2012 8:45 am
by rf900
Back again, I think I understand the way to get carryover units into each mission with script:
Code: Select all
id=AddCarryoverUnit(16, 25+i, 5,0,i ) ;
giving the position in which to place it, the mission from where it is taking it, the side, and I guess the last (i) is the index for the array of CarryOverUnits. My question is how is that array filled?
Lets say I have 4 units that will be carried over, in what order are those included in the array? I want to be able to bring only some of the units from a mission not all of them.
Re: Market Garden carry over campaign mode
Posted: Fri Jul 06, 2012 2:44 pm
by pipfromslitherine
You can't really rely on the ordering of the units I don't think, they are probably consistent from run to run, but if units get changed then the order could alter. The array is created by the game automatically when it saves the carryover units into the save file.
There isn't currently any functionality to interogate the array. You could of course create the unit, then remove it if you don't want it, but that would mess up unit counts and so on as the unit is only 'hidden' rather than removed from the unit list etc. I'll add it to the task list.
Cheers
Pip