If this is not the right location, please inform me there to post this thought.
Add to the script "AI = 5" being trigger under AI control only, and maybe "AI = 6" for human only, both sides.
Old frat from
Tucson, AZ

Post by BillRunacre »
Post by Hubert Cater »
Post by El_Condoro »
Look at TRP, I have ways of getting around the issue by using a flag system. I set a hex to USA controlled etc... which tells the system what flags are setrmelvin wrote: Tue Apr 22, 2025 11:37 pm Here where I was going is having an AI setting to make an Event Script to trigger for either Allies or Axis if that player is AI.
Now like Partisans need to write two scripts to handle both Allies and Axis. Mobilization like # 2 or # 3 I need to write two scripts to handle the same situation. I do use Guarded script to garrison Partisan locations.
Could #CONDITION_POSITION be added to Supply Event. This then can be used to force a garrison.
Side notes about Partisans, I find having a unit showing up deep inside opponents is really more of a hassle and AI's response time at times is very slow. That was the reason of the thought of AI triggering only a human turn, then can make Partisans for human as a Hex event without a unit. A whole lot easier for AI to handle.
Code: Select all
{
#NAME= Flag Indicator - Axis AI
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 1
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 0
#RECIPIENT_ID= 115
#REMOVE= 0
#TRIGGER= 100
#DATE= 1939/09/01
#VARIABLE_CONDITION= 5 [0] [0] [0]
; - 3,111 to prevent centering of the screen on Flag Hex
#MAP_POSITION= 3,111
#MAP_POSITION= 5,252
}
{
#NAME= Flag Indicator - Allied AI
#POPUP=
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 2
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 0
#RECIPIENT_ID= 115
#REMOVE= 0
#TRIGGER= 100
#DATE= 1939/09/01
#VARIABLE_CONDITION= 5 [0] [0] [0]
; - 3,111 to prevent centering of the screen on Flag Hex
#MAP_POSITION= 3,111
#MAP_POSITION= 5,253
}
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