Transports Script

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rmelvin
Posts: 252
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Transports Script

Post by rmelvin »

There appear to be a problem with Transport Scripts moving artillery or is there a trick in Transport of artillery. All other unit types do work.

; England
{
#NAME= England - Southampton -> Calais
#POPUP=
#FLAG= 1
#TYPE= 2
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#TRIGGER= 60
#COUNTRY_ID= 112
#SIZE= 3,6
#BUILD_LENGTH= 3
#LENGTH= 6
#RANGE= 12
#NAVAL_CRUISE= 0
#GOAL_POSITION= 271,108
#DATE= 1950/05/02
#STEAL= 0
#ALIGNMENT_POSITION= 270,109 [2]
#FRIENDLY_POSITION= 258,105
#VARIABLE_CONDITION= 112 [2] [100] [0]
#TACTICAL_CONDITION= 258,105 [0]
#ACTIVATE_POSITION= 258,105 [0,0] [0,0] [1]
#CANCEL_POSITION= 257,107 [6,6] [1,1] [1]
#CANCEL_POSITION= 271,108 [6,6] [1,1] [1]
}
User avatar
Lothos
Posts: 1327
Joined: Tue May 23, 2006 8:22 pm

Re: Transports Script

Post by Lothos »

You can't control what the transport AI chooses to load up.

Garrison units are NEVER loaded

Support units (like artillery) are added in based on other factors that have never been revealed by the devs.

HQs are aslo added random based on other factors that have never been revealed.
User avatar
rmelvin
Posts: 252
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Transports Script

Post by rmelvin »

Thanks.

The reason I use size and build length is size greater than two and length greater than one, I got Hq's and Militia's but the others do not get transported.

This is one of the reasons to add Unit_ID to transport script.
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Lothos
Posts: 1327
Joined: Tue May 23, 2006 8:22 pm

Re: Transports Script

Post by Lothos »

rmelvin wrote: Tue May 26, 2026 11:26 pm Thanks.

The reason I use size and build length is size greater than two and length greater than one, I got Hq's and Militia's but the others do not get transported.

This is one of the reasons to add Unit_ID to transport script.
Size does not guarantee you will get an HQ, it is random based on an algorithm that has never been provided out.

Also Transport file has a chance of getting HQs, Transport Minor is just land units and no HQs.
User avatar
rmelvin
Posts: 252
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Transports Script

Post by rmelvin »

When Transport Build Length was set 2 and Length was set to 0 no Headquarters were transported.
Now with Transport Build Length set 3 and Length set to 1 Headquarters are transported also Militia's.
Those are my results and they are working.
User avatar
rmelvin
Posts: 252
Joined: Wed Apr 06, 2022 1:41 am
Location: Tucson, Arizona

Re: Transports Script

Post by rmelvin »

If I was debugging this, I would look for a parameter or variable setting/error.

Reason is it look like Headquarters unit is getting to Transport when no core unit remain to fill level.
and the level has remaining slots. where the other non-core unit are still add-on, which is not working.
Maybe change the other non-core units to Headquarters parameters or variable setting. :idea:
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