Chopping Units From One Mission To Another

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

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Deathbunny
Posts: 18
Joined: Mon Sep 30, 2013 12:59 pm

Chopping Units From One Mission To Another

Post by Deathbunny »

Following on from my previous post on how to allocate weapons within the mission editor (and thank you to everyone who replied!), is there any way to chop a unit from one mission to another? In the case of the Kobiyashi Maru scenario, I'm looking to set up a mission whereby at the appointed time where everything goes noisy, the tattletale KASHIN automatically lets rip with everything. However, it's currently assigned to the Patrol Area 2 mission, which is fine for the build up phase, but when it's all about to kick off I want it to transition from harassing the CVBG to actively engaging it.

As far as I can tell, to set up the strike mission, I have to remove the KASHIN from its patrol mission, but that means it's not hanging around the carrier group any more and could get left behind. I can see that a mission can be given an end time, but what I can't see if how you say, "When this mission ends, Unit X now joins the next mission". Is there any way to do this?
thewood1
Posts: 10296
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Chopping Units From One Mission To Another

Post by thewood1 »

I assume you know you can use the "u" key to unassign a unit from a mission then just assign it to the new mission. So I'll skip over that mostly.

I play mostly in the editor and have a hard time separating that from the game part, so take what I say carefully at times. Manually, I would create multiple missions with different groupings, WRA, EMCOM, etc. Then activate them and deactivate them as needed. I do this a lot in my planning for scenarios. It takes some work up front, but can save a lot of time during the execution. Typically, I probably create 50% more missions than I need by creating a lot of potential combinations. You can run into problems with units potentially being assigned to multiple missions.

In the scenario editor, you can create events that can automatically switch do the activation/deactivation based on units doing various things or various things happening in the game. You can also assign them to Special Action keys to do that as well.

A third method is to use lua to move units in and out of missions. But That can start to get very complex and time consuming to debug and get right.

I actually use a combination of the second and third method because of some of the issues with duplicating units in missions.

Sorry for being vague but it also takes a lot of practice to get some of this down.
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