Question for Bill or Hubert about units scripts

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welk
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Question for Bill or Hubert about units scripts

Post by welk »

In unit scripts, the line :
#UNIT= has this format
Format: unit_id [strength] [experience] [name]

In my ASL Tactical mod, I can now organize large paratroopers drops in airborne scenarios (with independant and new way, not with vanilla way), using unit scripts and another associated scripts, to conduct the program to display parachute dropped before to display the units (like in the game "Order of battle") : very funny effect, with adapted images and sounds 8-)

But I have a little obstacle : My AIRBORNE DIVISION is managed by Major France, bitmaps 02. In this bitmaps 02, I use the first manual upgrade slot of each unit type line to have large variety of paratroops units : 0 to 5 by line and it works fine (LMG, HMG, saboters, etc)

I use lot of lines of the bitmaps 02, and each used line has 0 to 5 different paratroops units (mortars, AA MG, dropped supply, light guns, medical dropped unit, grenades lunchers, etc)

The second and third manual upgrade slots are just used to set different capacities of units, with research settings (manual upgrades)

But when I write the unit script that display finaly my airborne troops, I can not choice the upgrade level of units : just the strengh, the experience and the name.

A 4th precision is missing in the format, and could be that : [level]

It would give that :
#UNIT= unit_id [strength] [experience] [name] [level]

In this way, I could drop exactly what I want to drop.

Please, Hubert and Bill, could you one day make something for this poor Goering and to implement that ? :mrgreen:

I think that hubert has never thought that his vicious modders :roll: :twisted: would use the manual upgrades to have more units types, but this would be very usefull
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BillRunacre
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Re: Question for Bill or Hubert about units scripts

Post by BillRunacre »

This is in the version notes for v1.30.00:

- UNIT script #FULL_RESEARCH= 0 or 1 line can now also contain the optional line #FULL_RESEARCH= x.x.x where each 'x' represents the desired research level the unit is to arrive with, e.g. #FULL_RESEARCH= 2.3.4.

So it is already in place! :D
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welk
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Re: Question for Bill or Hubert about units scripts

Post by welk »

Thanks ! If modders now have to read the manual before messing everything up, what sort of dreadful world are we heading for ? :mrgreen:
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welk
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Joined: Sun Sep 17, 2006 6:41 pm
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Re: Question for Bill or Hubert about units scripts

Post by welk »

Just a little suggestion : actually, the command is global : #FULL_RESEARCH= x.x.x does concern all units that are created by the concerned script (no any possibility to individualize the level of each created individual unit).

As consequence, users have to write a specific script for each level they want.
Example : If I want to drop a paratrooper + a "improved paratrooper" (if they use the same line in bitmaps 0 to 5), I have to write a script for the paratrooper and a second script for the improved paratrooper, because the line #FULL_RESEARCH= x.x.x does concern globally all units that are created by the script, without to distinguish between them.

Would have been more interesting to suppress this line #FULL_RESEARCH= and to modify the line #UNIT= like this : (it would have allowed to individualize each unit : interesting in case of large air drops)

#UNIT= unit_id [strength] [experience] [name] [x.x.x]

Modders are never satisfied :mrgreen:
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