question to all modders

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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aga2008
Posts: 22
Joined: Sat Nov 08, 2008 3:33 pm
Location: Vienna,Austria

question to all modders

Post by aga2008 »

Hello all,

playing around with modding currently some questions came to my mind:

1. Is it possible to create an air unit with some pilots attached with higher than default skill e.g. in ASW but not give them high exp overall? Thinking of an ASW training unit / school...
2. Is it possible to have an LCU at the starting date that has already marched a percentage of the way into another hex?

Thanks in advance and maybe some more to follow.. ;)
Cavalry Corp
Posts: 4187
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

Re: question to all modders

Post by Cavalry Corp »

aga2008 wrote: Tue Jul 15, 2025 6:26 pm Hello all,

playing around with modding currently some questions came to my mind:

1. Is it possible to create an air unit with some pilots attached with higher than default skill e.g. in ASW but not give them high exp overall? Thinking of an ASW training unit / school... I imagine if you set the starting mission to ASW and provide them with a plane for ASW then maybe ( not tried it) , but for sure if you give the air unit higher exp it will also have higher skills - its a good question. You can make an air unit a training unit, by ticking a box but all that does is allow more pilots to join the unit from what I have seen. Also makes the unit unabvle to do combat missions I think.
2. Is it possible to have an LCU at the starting date that has already marched a percentage of the way into another hex? Not sure, probably no, but if you want to stop it, just cancel its destination, and it will start at 0 miles to anywhere you then choose.

Thanks in advance and maybe some more to follow.. ;)
MikeRaymond
Posts: 32
Joined: Sun Jan 10, 2010 10:33 pm
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Re: question to all modders

Post by MikeRaymond »

Not a reply, but another question:

Hi guys

First time posting on the forum, so forgive if wrong discussion.
Also first time trying to edit the game, same forgiveness request.

What I want to do is create a scenario in which both sides have all their [R] Restricted attributes removed,
so all units are available for movement and use. Crazy, I know, but I get so frustrated by not being'
able to use them.

Any info would be appreciated, like where in the spreadsheet is this attribute?

MikeRaymond
WW2-The Big One
War Gaming Just Grew Up
Cavalry Corp
Posts: 4187
Joined: Tue Sep 02, 2003 5:28 pm
Location: Sampford Spiney Devon UK

Re: question to all modders

Post by Cavalry Corp »

That's easy in the editor - open the air unit and there is a tick box there to make it unrestricted or temp restricted, etc.
assume you have opened the editor?

Cav
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