Editor Questions

The development team behind the award-winning games Decisive Campaigns: From Warsaw To Paris and Advanced Tactics is back with a new and improved game engine that focuses on the decisive year and theater of World War II! Decisive Campaigns: Case Blue simulates the German drive to Stalingrad and into the Caucasus of the summer of 1942, as well as its May preludes (2nd Kharkov offensive, Operation Trappenjagd) and also the Soviet winter counter-offensive (Operation Uranus) that ended with the encirclement of 6th Army in Stalingrad and the destruction of the axis minor armies. With many improvements including the PBEM++ system, this is a release to watch for wargamers!

Moderator: Vic

Erik2
Posts: 785
Joined: Thu Nov 02, 2000 10:00 am
Location: Oslo, Norway

RE: ExecAddHistoricalUnit

Post by Erik2 »

ORIGINAL: Vic

The possible dispersion hexes are only ones with the same owner as the hex specified.

There is no limit to the dispersion distance.

best,
Vic

I think I found an anomaly using dispersion=1.
This may cause two reinforcing units to arrive instead of one, please see screenshot of the tqo 'Landvern' artillery units appearing on either side of the default hex.

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Vic
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RE: ExecAddHistoricalUnit

Post by Vic »

ORIGINAL: Erik Nygaard

ORIGINAL: Vic

The possible dispersion hexes are only ones with the same owner as the hex specified.

There is no limit to the dispersion distance.

best,
Vic

I think I found an anomaly using dispersion=1.
This may cause two reinforcing units to arrive instead of one, please see screenshot of the tqo 'Landvern' artillery units appearing on either side of the default hex.

Image

Are you sure? Check your historical unit here. Howmany subparts does it have?

Best,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
Erik2
Posts: 785
Joined: Thu Nov 02, 2000 10:00 am
Location: Oslo, Norway

RE: ExecAddHistoricalUnit

Post by Erik2 »

ORIGINAL: Vic

ORIGINAL: Erik Nygaard

ORIGINAL: Vic

The possible dispersion hexes are only ones with the same owner as the hex specified.

There is no limit to the dispersion distance.

best,
Vic

I think I found an anomaly using dispersion=1.
This may cause two reinforcing units to arrive instead of one, please see screenshot of the tqo 'Landvern' artillery units appearing on either side of the default hex.

Image

Are you sure? Check your historical unit here. Howmany subparts does it have?

Best,
Vic

I think i found it. The event was missing the CheckTurn statement (linking it to the regime turn).
This probably caused one unit to arrive in the regime=0 turn and another in the regime=1 turn.
I have fixed the rest of the events.
Erik2
Posts: 785
Joined: Thu Nov 02, 2000 10:00 am
Location: Oslo, Norway

RE: Editor Questions

Post by Erik2 »

ORIGINAL: Erik Nygaard

ORIGINAL: Vic

ORIGINAL: Erik Nygaard

I would like to set up an event that brings unit#2 on map as reinforcement if unit#1 is destroyed.
Is this possible, and if yes, how? I have not found any suitable ExecType events.

You'll need to use a CHECK CheckFirstUnitWithHistoricalNr to see if a specific historical unit ID is still on the map and if not then use an EXEC ExecAddHistoricalUnit to place the unit you want.

Thanks , will try this. I am trying to emulate the German use of sailors as infantry after the sinking of the German destroyers at Narvik.

I just want to confirm that I've got this event correct. I have used the CheckFirstUnit... with a value=0 to check that ity is not on map. Is this correct? Please see screenshot.


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Vic
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RE: Editor Questions

Post by Vic »

Hi Erik,

Line 0: Make it <0 . function will return no unit slot number (>=0) but -1 if not found.
Rest seems ok but this event will repeat every turn this way.
So i suggest you set some gamevar to value X and check its not set yet or add an ExecBlockEvent after line 11. Upon the calling of the execBlockEvent once the event will never execute again.

best,
Vic
Visit www.vrdesigns.net for the latest news, polls, screenshots and blogs on Shadow Empire, Decisive Campaigns and Advanced Tactics
Erik2
Posts: 785
Joined: Thu Nov 02, 2000 10:00 am
Location: Oslo, Norway

RE: Editor Questions

Post by Erik2 »

ORIGINAL: Vic

Hi Erik,

Line 0: Make it <0 . function will return no unit slot number (>=0) but -1 if not found.
Rest seems ok but this event will repeat every turn this way.
So i suggest you set some gamevar to value X and check its not set yet or add an ExecBlockEvent after line 11. Upon the calling of the execBlockEvent once the event will never execute again.

best,
Vic

Thank you, very useful as I have a lot of reinforcement events that only checks for hex owner.
I appreciate the quick answers.

Erik
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