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Spawning structures
Posted: Thu Dec 08, 2016 6:06 pm
by Erik2
This coastal gun was scripted to arrive at the hex below when that location was captured.
But since the location was occupied, it appeared at an adjacent vacant hex.
This works fine for normal air/land/naval units.
But structures like forts, coastal guns, bunkers and airstrips (maybe more) should only arrive at the exact location.
Edit: Maybe we could have a check box for 'exact location only', then it could be used for whatever unit you spawned.
Re: Spawning structures
Posted: Thu Dec 08, 2016 8:04 pm
by LadyLex
Just getting into working with the editor, but have a question on this. Is it possible to check the status of the location prior to spawning?
The script would first check to see if the location were occupied. If yes, then don't spawn. If no, then spawn.
By the way; I've been looking through your custom scenarios (as well as those in the base game) to learn about the scripting. I haven't tried anything myself yet, but am planning a little "playing" this weekend. I'm impressed with your scenarios. Lots of work went into them. Thank you!
Re: Spawning structures
Posted: Fri Dec 09, 2016 8:19 am
by Erik2
Yes, checking if the location is occupied before spawning is a work-around.
I added this condition to the event in the original post.
Thanks.
I welcome more users to the editor.
Re: Spawning structures
Posted: Fri Dec 09, 2016 12:30 pm
by LadyLex
Awesome. I've been looking at doing a scenario around The Slot, having Australian cost watchers pop up here and there. Checking to see if there are any Japanese units around before spawning is a good idea. These guys were very lightly armed and typically alone (or with only a few native guides). Spawning near a Japanese unit would be disastrous for the cost watcher.
Now to see if I can actually get my scenario from my head (and paper) to the screen!