Playing with the teleport event.

Post new mods and scenarios here.

Moderator: MOD_Command

Post Reply
User avatar
jomni
Posts: 2827
Joined: Mon Nov 19, 2007 12:31 am
Contact:

Playing with the teleport event.

Post by jomni »

I made a sscenario where hostile boats randomly teleport into the AO at random times.
They are initially placed very far with orders to patrol the AO. Does this mean they will plot a course from the start location to the AO?

I tested and at the end of the 8hr scenario, a couple of them are apparently stuck doing nothing. Probably used up its fuel but I have to check.
Is there a way to help them conserve fuel? Like not move until they teleport?
mikmykWS
Posts: 7185
Joined: Tue Mar 22, 2005 4:34 pm

RE: Playing with the teleport event.

Post by mikmykWS »

Yeah likely were trying to sail around the world to get there because the mission was active.

This this. Drop the units you'd like to teleport so they have a 0 speed (not moving, expending fuel)
Create the mission and set it to inactive in the mission editor.
Now go into the event editor and create a change mission status action and set these mission to activate after the teleport event.
Should help with the fuel issue.


User avatar
jomni
Posts: 2827
Joined: Mon Nov 19, 2007 12:31 am
Contact:

RE: Playing with the teleport event.

Post by jomni »

Good idea. Thanks.
Post Reply

Return to “Mods and Scenarios”