Reference Points common for all sides,...

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Scar79
Posts: 107
Joined: Fri Aug 09, 2013 3:49 pm

Reference Points common for all sides,...

Post by Scar79 »

...is it possible to create these? Thx in advance
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michaelm75au
Posts: 12463
Joined: Sat May 05, 2001 8:00 am
Location: Melbourne, Australia

RE: Reference Points common for all sides,...

Post by michaelm75au »

RPs are stored per side so no they can't be shared unless you add them to all sides.
Michael
Scar79
Posts: 107
Joined: Fri Aug 09, 2013 3:49 pm

RE: Reference Points common for all sides,...

Post by Scar79 »

ORIGINAL: michaelm75au

RPs are stored per side so no they can't be shared unless you add them to all sides.
Thank you, michaelm75au. One more question: Does CMO support standard LUA math functions?
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TitaniumTrout
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Joined: Mon Oct 20, 2014 9:06 am
Location: Michigan

RE: Reference Points common for all sides,...

Post by TitaniumTrout »

Yes it does.

Image

The above functions return this :

Image
Scar79
Posts: 107
Joined: Fri Aug 09, 2013 3:49 pm

RE: Reference Points common for all sides,...

Post by Scar79 »

ORIGINAL: TitaniumTrout

Yes it does.

Image

The above functions return this :

Image
Thank you very much, TitaniumTrout!
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Randomizer
Posts: 1531
Joined: Sat Jun 28, 2008 8:31 pm

RE: Reference Points common for all sides,...

Post by Randomizer »

You can actually make reference points (RP) common for event triggers since these require side input. As an experiment I created a reference points-only side for Vikrant Goes to War in order to manage the large numbers of relative reference points required by the VBSS events so I know this does work. You use the God's Eye function to make the RP relative to any unit, even those that are teleported by event provided the RP-only side is set to Omniscient as a side characteristic. This actually works and is neat to watch all the RP teleport to their relative positions when the unit does. One caveat though, the RP do not teleport to their reference units until the game clock starts to run but one-second is enough time.

If you place a reference point via Lua script, you can probably edit that script to insert an identically placed RP belonging to another side. Not a perfect solution but it provides essentially the same functionality. Since RP can have identical side names you can them rename them when they are inserted to match the base RP on the other side(s).

-C
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stilesw
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Location: Hansville, WA, USA

RE: Reference Points common for all sides,...

Post by stilesw »

I found an interesting feature. I had created a scenario with three sides all of which had reference points. Sides A & B used some of side C's reference points as areas to enter markers. After some testing I found I really needed only two of the sides and deleted the third one. I discovered that even though the third side was gone I could still reference the RPs from the deleted side. When Side A' ship entered the RPs that had been on Side C the event still fired.

I originally discovered this with CMANO but just now verified the same thing with CMO.

It would seem that reference points are stored somewhere independent of the side in which they were created.

-WS
“There is no limit to what a man can do so long as he does not care a straw who gets the credit for it.”

Charles Edward Montague, English novelist and essayist
~Disenchantment, ch. 15 (1922)
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