Existence of units in cargo (airbase facility)

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ElGlobo
Posts: 27
Joined: Mon Nov 21, 2022 9:21 am

Existence of units in cargo (airbase facility)

Post by ElGlobo »

Hi,
Since I have no answer for my previous post about airbone units not dropping (by event trigger), I tried two solutions to bypass the problem.

To remind the context : I'm working on a historical multi sided scenario which trigger some political events. Let's say that :
- Human player is BLUE SIDE and is allied with ORANGE (AI side).
- They both are at war with RED SIDE (AI side)
- At the beginning of the scenario BLUE SIDE is politically restricted to engage RED SIDE and is far away of the conflict. He needs time to set up and transfer his forces to the foreign theater of operation.
- ORANGE SIDE is already invaded by RED SIDE (rebellion).
- There are BLUE SIDE civilians that are threatened by the advance of RED SIDE in ORANGE SIDE towns.

As BLUE SIDE canno't directly interfere at the moment, he asks ORANGE SIDE to launch airbone operations against RED SIDE to secure the civilians.

To do this, I had first put some ORANGE paratroopers in CARGO into ORANGE Airbase facility. They were to be airdropped by an AI airbone cargo OP on a pre-planned area zone, and assigned to pre-planned mission. The mission was to be triggered by a timed political event, or a special action event, whatever they both work.

Since I've got some weird issues with airbone units not dropping (see my previous post and attached files about airdropping) I wanted to bypass the problem by two means.

1) I tried a teleport unit event from units set as cargo in an airbase, but the event didn't worked while the units were in cargo. In the editor I manually set off cargo the units after the event has fired and then the units were teleported as wanted.

2) I then tried manually into LUA console some ScenEdit_SetUnit() function to manually teleport them in the desired position and it didn't worked for airbase cargo units, but was OK if the unit was off cargo on the map.

I'm not sure but I think I've read something about units not really existing while they're in cargo. It could explain while I can't use them with these methods. I wanted them in cargo to simulate that they were at rest in their barracks.

I guess that if I want to use this reinforcement script for a human player, I'll have to create (ADD) units to prevent him to use them before he is allowed to...
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