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core unit

Posted: Tue Jul 18, 2017 8:08 am
by jeff00t
hi,
sorry for my bad english.

in a campaign, i search to block/prevent a core unit in deployment phase. For example, i would like that the player could deploy 1 bomber but not the fighter he has from last mission ( he has 1 core fighter unit and 1 core bomber unit) , is it possible?


jeff

Re: core unit

Posted: Tue Jul 18, 2017 2:29 pm
by Erik2
As far as I know, no.
The player can use the 3 Air Command points to deploy whatever core air unit he has.

You could of course assign the bomber unit from the previous scenario as an aux/non-core unit.

Re: core unit

Posted: Wed Jul 19, 2017 8:18 am
by jeff00t
thxs Erik ( and big thank for all the work u have done with yours campaigns and scenarios! )

i m wondering how you manipulate core units in custom campaign ? far example, you want to give a commander to a core unit from last scenario, it isn't possible, is it? because the core unit doesn't appear in the scenario, you can't modify it?
the only moment you can modify a core unit is when this unit appeared in the scenario ? and to test a scenario, u have to replace the deployed core units by aux units? or i have not seen an editor tool ?

jeff

Re: core unit

Posted: Wed Jul 19, 2017 6:02 pm
by Erik2
Not sure I understand what you are asking.
But, as far as I know, if you want to assign a commander to a unit in scenario #2, the unit must be deployed in scenario #2.
It doesn't matter if the unit is core or not.

Re: core unit

Posted: Thu Jul 20, 2017 9:10 pm
by jeff00t
ok for the commander , but it is not the good example.

other example: you want IA ( as enemy) to attack the core units and not the aux units , you can't? because you don't even know where there are! (core are only deployed and don't even appear in scenario)

Re: core unit

Posted: Fri Jul 21, 2017 6:40 pm
by Erik2
Sorry, I really don't know what you mean.
You can set an AI team to attack only certain unit types, like tank. Check out the various AI Tasks List and Task Settings in the AI Setup tab.
You cannot order a AI Team to attack only core or aux units.

Open an official or custom scenario in the editor and check it out.

Re: core unit

Posted: Sat Jul 22, 2017 4:18 pm
by jeff00t
just an other example: you want to open a window event when a core unit is destroyed, you can't ! no? because you can't select it in "target unit".

Re: core unit

Posted: Thu Aug 03, 2017 10:57 pm
by adherbal
Triggers currently don't have any way to distinguish between core and aux units. The only thing you could do is assign the aux units to a seperate faction (nation) so you can distinguish between them that way.
i would like that the player could deploy 1 bomber but not the fighter he has from last mission
You can do this by creating a trigger with infinite frequency (set as -1) which uses "check units near hex" to see if there is any fighter deployed in a specific area. The trigger effect then is to remove (undeploy or exit) all fighters in the same area. You probably want an event popup to explain to the player why fighter aircraft can't be deployed.

Re: core unit

Posted: Tue Aug 15, 2017 6:34 pm
by jeff00t
thanks ! just what i needed for a campaign.

edit: i was on holidays, sorry not to answer earlier.