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A few editor Questions
Posted: Mon Jul 10, 2023 8:47 am
by FrancPeinovich
1) How Do you use the "forming" option for units in the build que? I've seen this used in the China 1937 scenario but am not sure how it works.
2) Can you make units in the build que spawn on a certain hex when they are ready by default? This would add to the historical accuracy of the scenario I am currently making. I looked at the script for spawning units in other campaigns but am not sure if this is workable or something that would be clear to the player, as they need to be able to see where their reinforcements are headed.
3) Does supply continue forever on a rail line? I think I had this issue before, where supply would suddenly end after a certain amount of hexes from a source, despite being far above 1 supply.
That is all.
Re: A few editor Questions
Posted: Wed Jul 19, 2023 5:20 pm
by AlvaroSousa
Click the "reserve" button instead of the "add" button for "forming" That should say reserve.
Re: A few editor Questions
Posted: Wed Jul 19, 2023 5:23 pm
by AlvaroSousa
You can only specify units like that with a script in the "_events.txt"
Example script pops up the unit on a certain date.
//USA national guard mobilizes if Axis invades North America
$GiveUnit
if_Date=5/25/1942
actionCountry=3
lifespan=tillTrigger
unitID=3
advancement=0
xyArea=1,31
name=1st NG Corps
text=National Guard mobilized at Buffalo
addReportTo=Allies
$End
Re: A few editor Questions
Posted: Mon Jul 24, 2023 6:39 am
by FrancPeinovich
Thanks, I've been using that script. Is there a way to stop minor navies from getting the icons from major powers when they join a faction? Not a huge deal but it's strange that this happens.

Re: A few editor Questions
Posted: Mon Jul 24, 2023 11:01 pm
by FrancPeinovich
Also, where do I have to put my scripts so they work? The only scripts that work are just the scenario description. Nothing else seems to take effect, even though the scripts seem right (they are just copied from the regular campaigns). I read the manual and am unsure of how making a "New Scenario Scripts" folder works.
Re: A few editor Questions
Posted: Tue Jul 25, 2023 12:24 am
by FrancPeinovich
To give a better example, this is what I'm dealing with.
This is the script that won't work. I assume all others wont, as I can't get any to work.
If anyone knows what I'm doing wrong, let me know so I can finish this project.
Re: A few editor Questions
Posted: Wed Aug 02, 2023 9:14 am
by FrancPeinovich
Anyone know what's wrong with this script?
//Adriatic blockade success
$ModifyCountry
if_Date=1/1/1914
navalUnitInRadius=159,41,2,1,Allies
lifespan=continuous
targetCountry=8
PP=-20
text=test
addReportTo=All
$End
Seems like navalUnitInRadius isn't working.
Re: A few editor Questions
Posted: Thu Aug 15, 2024 2:17 pm
by AlvaroSousa
All scripts go under the campaign folder.
So if you have WarIntheEast.scn it goes in the created WarInTheEast folder associated with it
Re: A few editor Questions
Posted: Thu Aug 15, 2024 2:20 pm
by AlvaroSousa
script from WarPlan game events. If you are missing something find a similar script and compare.
//If Netherlands is attacked Belgium will join the Allies
$ChangeEntry
if_Date=1/1/1939
if_Country=36
if_Alliance=Allies
//Belgium is neutral
xyControl=144,57,Neutral
//Luxembourg
xyControl=147,54,Neutral
######################## actionCountry=1
targetCountry=12
lifespan=tillTrigger
text=Belgium joins the Allies after Germany declares war on Netherlands fearing they will be invaded.
addReportTo=All
entryShift=-200
$End
You are missing the actionCountry assignment