event question

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Vorsteher
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event question

Post by Vorsteher »

0) CHECK: CheckYear == 1941
1) CHECK: Gameslot_Weather(#4) == -1
2) EXECUTE: ExecWheaterColor(0, 0, 0)
3) CHECK: CheckTurn == 0
4) EXECUTE: ExecMoveTypeModifier(0, 50)
5) EXECUTE: ExecMoveTypeModifier(1, 50)
6) EXECUTE: ExecMoveTypeModifier(2, 50)
7) EXECUTE: ExecMoveTypeModifier(3, 50)
8) EXECUTE: ExecMoveTypeModifier(5, 50)
9) END CHECK
10) CHECK: CheckTurn == 1
11) EXECUTE: ExecMoveTypeModifier(0, 100)
12) EXECUTE: ExecMoveTypeModifier(1, 100)
13) EXECUTE: ExecMoveTypeModifier(2, 150)
14) EXECUTE: ExecMoveTypeModifier(3, 100)
15) EXECUTE: ExecMoveTypeModifier(5, 150)
16) END CHECK
17) CHECK: CheckTurn == 6
18) EXECUTE: ExecMoveTypeModifier(0, 50)
19) EXECUTE: ExecMoveTypeModifier(1, 50)
20) EXECUTE: ExecMoveTypeModifier(2, 50)
21) EXECUTE: ExecMoveTypeModifier(3, 50)
22) EXECUTE: ExecMoveTypeModifier(5, 50)
23) END CHECK
24) CHECK: CheckTurn == 9
25) EXECUTE: ExecMoveTypeModifier(0, 100)
26) EXECUTE: ExecMoveTypeModifier(1, 100)
27) EXECUTE: ExecMoveTypeModifier(2, 150)
28) EXECUTE: ExecMoveTypeModifier(3, 100)
29) EXECUTE: ExecMoveTypeModifier(5, 150)
30) END CHECK
31) EXECUTE: ExecChangePeopleCombatMod(0, 0, 200)
32) EXECUTE: ExecChangePeopleCombatMod(1, 0, 150)
33) EXECUTE: ExecChangePeopleCombatMod(2, 0, 200)
34) EXECUTE: ExecChangePeopleCombatMod(4, 0, 250)
35) EXECUTE: ExecReduceReadiness(1, -1, 10, 100)
36) EXECUTE: ExecReduceReadiness(9, -1, 10, 100)
37) EXECUTE: ExecReduceReadiness(10, -1, 10, 100)
38) EXECUTE: ExecReduceReadiness(11, -1, 10, 100)
39) LOOPER: TempVar0 FROM 0 TO 11
40) CHECK: CheckTurn == TempVar0
41) EXECUTE: ExecMessage(TempVar0, -1, -1, 0)
42) END CHECK
43) END LOOPER
44) END CHECK
45) END CHECK
This is an event for GPW.I don`t understand this.

First question : What is early start turn ?
the text for the event :
Axis Movement: is at 200%
Axis Combat: is at around 200% on average (Axis Minors are lower and SS are higher)

But turn == 0 bring an ExecMoveTypeModifier for 50 % ?
and turn == 1 bring an ExecMoveTypeModifier for 100 % ?
I think the first axis move is turn 1 ?
questions over questions.

V.



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seille
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RE: event question

Post by seille »

This is a question for Tom.

All i can tell you is that the movecosts (ExecMoveTypeModifier) is a modifier.
Means 50 is costs x 0,5 (50% reduced costs).

First Axis turn should be turn 0.
First Russian turn is turn 1.
Fo far i can follow the event since the russians get normal movement as is is probably configured for that scenario and the Germans get
a bonus.

Why the other checks in turn 6 or 9 i don´t know.
So far i thought the turn check returns the turn number inside a round equal to the regime.
At least it´s explained this way in the manual.

However, partially i could answer the questions i hope.
Vic and Tom can provide better help.

Maybe Tom should use the comment function and completely comment all his steps in events.
This would be a great help for new scenario designers. His first scenario´s (better the events)
i was able to follow easily. Yet he´s too much a specialist and it´s MUCH harder to follow the event code.
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Captain Cruft
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RE: event question

Post by Captain Cruft »

I would like to know what "Early Start Turn" and "Late Start Turn" mean too please.
zook08
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RE: event question

Post by zook08 »

Maybe before and after production?
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Vorsteher
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RE: event question

Post by Vorsteher »

Maybe Tom should use the comment function and completely comment all his steps in events.
This was great !
The AT editor is a great tool, but not simple.But learnable.
First Axis turn should be turn 0.
First Russian turn is turn 1.
Fo far i can follow the event since the russians get normal movement as is is probably configured for that scenario and the Germans get
a bonus.
This is all clear.But i don`t understand the turn sequence.
When the players are 6 (three axis player,three russian) player= 6 turns ?
Or only 2 turns ?

early start turnis new variable ,not in manual ! Perhaps i survey this in a patch.

V.


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seille
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RE: event question

Post by seille »

No 6 players are 6 turns.
At least thats what is written in the manual below CheckTurn.
It returns the turn number which is equal to regime ID.
tweber
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RE: event question

Post by tweber »

If you select the variant where the fronts are combined, the Germans are regime 0 and the Soviets are regime 1.  If you set the variant where the regimes are split, the Germans are regimes 6-8 and the Soviets are regimes 9-11.  Since you do not know which variant the player will pick.  You have to code both. 
 
Note that the other regimes are used for counter coloring purposes only.
 
Also, there is an event that handles the variant selection.  It skips the turns of the regimes not selected (e.g., turns 6-11 skipped if the regimes are combined).
 
The event scripting takes a bit of work but it is pretty flexible.
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Vorsteher
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RE: event question

Post by Vorsteher »

delete

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Vorsteher
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RE: event question

Post by Vorsteher »

and some screenshots from my mod...

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Image

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Vorsteher
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RE: event question

Post by Vorsteher »

Also, there is an event that handles the variant selection. It skips the turns of the regimes not selected (e.g., turns 6-11 skipped if the regimes are combined).
The event scripting takes a bit of work but it is pretty flexible.
Ah ,i do understand. You set the execMove Modify first ,the turns goes and goes.And than you set the execMovetypeModifiy back.Genial :-))

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tweber
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RE: event question

Post by tweber »

I like your artwork.  You should publish a masterfile with all your sftype images.
 
Send me a note if you have questions.  Most of the complications with events are do the fact that I make no assumption as to which variant will be used.  The event structure would be much simplier if you forced players to use one of the variants.
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Vorsteher
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RE: event question

Post by Vorsteher »

My War in Russia mod is ready for a beta test.Somebody have interest on a PBEM Game ?I want see how balanced is the game.

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wernerpruckner
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RE: event question

Post by wernerpruckner »

send me the files please
[:D]
Werner
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