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RE: ExecAddHistoricalUnit
Posted: Mon Apr 07, 2014 3:58 am
by Erik2
ORIGINAL: Vic
The possible dispersion hexes are only ones with the same owner as the hex specified.
There is no limit to the dispersion distance.
best,
Vic
I think I found an anomaly using dispersion=1.
This may cause two reinforcing units to arrive instead of one, please see screenshot of the tqo 'Landvern' artillery units appearing on either side of the default hex.

RE: ExecAddHistoricalUnit
Posted: Tue Apr 08, 2014 5:39 am
by Vic
ORIGINAL: Erik Nygaard
ORIGINAL: Vic
The possible dispersion hexes are only ones with the same owner as the hex specified.
There is no limit to the dispersion distance.
best,
Vic
I think I found an anomaly using dispersion=1.
This may cause two reinforcing units to arrive instead of one, please see screenshot of the tqo 'Landvern' artillery units appearing on either side of the default hex.
Are you sure? Check your historical unit here. Howmany subparts does it have?
Best,
Vic
RE: ExecAddHistoricalUnit
Posted: Tue Apr 08, 2014 5:45 am
by Erik2
ORIGINAL: Vic
ORIGINAL: Erik Nygaard
ORIGINAL: Vic
The possible dispersion hexes are only ones with the same owner as the hex specified.
There is no limit to the dispersion distance.
best,
Vic
I think I found an anomaly using dispersion=1.
This may cause two reinforcing units to arrive instead of one, please see screenshot of the tqo 'Landvern' artillery units appearing on either side of the default hex.
Are you sure? Check your historical unit here. Howmany subparts does it have?
Best,
Vic
I think i found it. The event was missing the CheckTurn statement (linking it to the regime turn).
This probably caused one unit to arrive in the regime=0 turn and another in the regime=1 turn.
I have fixed the rest of the events.
RE: Editor Questions
Posted: Tue Apr 08, 2014 5:50 am
by Erik2
ORIGINAL: Erik Nygaard
ORIGINAL: Vic
ORIGINAL: Erik Nygaard
I would like to set up an event that brings unit#2 on map as reinforcement if unit#1 is destroyed.
Is this possible, and if yes, how? I have not found any suitable ExecType events.
You'll need to use a CHECK CheckFirstUnitWithHistoricalNr to see if a specific historical unit ID is still on the map and if not then use an EXEC ExecAddHistoricalUnit to place the unit you want.
Thanks , will try this. I am trying to emulate the German use of sailors as infantry after the sinking of the German destroyers at Narvik.
I just want to confirm that I've got this event correct. I have used the CheckFirstUnit... with a value=0 to check that ity is not on map. Is this correct? Please see screenshot.

RE: Editor Questions
Posted: Tue Apr 08, 2014 3:15 pm
by Vic
Hi Erik,
Line 0: Make it <0 . function will return no unit slot number (>=0) but -1 if not found.
Rest seems ok but this event will repeat every turn this way.
So i suggest you set some gamevar to value X and check its not set yet or add an ExecBlockEvent after line 11. Upon the calling of the execBlockEvent once the event will never execute again.
best,
Vic
RE: Editor Questions
Posted: Wed Apr 09, 2014 5:40 am
by Erik2
ORIGINAL: Vic
Hi Erik,
Line 0: Make it <0 . function will return no unit slot number (>=0) but -1 if not found.
Rest seems ok but this event will repeat every turn this way.
So i suggest you set some gamevar to value X and check its not set yet or add an ExecBlockEvent after line 11. Upon the calling of the execBlockEvent once the event will never execute again.
best,
Vic
Thank you, very useful as I have a lot of reinforcement events that only checks for hex owner.
I appreciate the quick answers.
Erik