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  • Make submarines pass through destroyers?

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    wc_sumptonW
    @jason-green-lowe If it ends in "xxx...Territories" that is where to look, and count equal to or greater than the number of territories listed to be true. 'direct...Territories', 'allies...Territories' and 'enemy...Territories' take their cues from the 'players' option or 'attachTo' if 'players' is missing (If you use 'players' it is best to add the 'attachTo' player to the list. Some conditions will add 'attachTo', some do not, and those that do clear it out so that there will not be any duplication.). "unitPresence" is what "xxx...Territories" is looking for in each territory listed in "xxx...Territories" value list. The key word here is each, not the group as a whole. PoS2 states that units listed together separated by a colon means "OR", this is incorrect. Colon separated list means cumulative. So in your example you have: <option name="enemyPresenceTerritories" value="@SeaZones@" count="1"/> But there is no "unitPresence" telling "enemyPresenceTerritories" what to look for. PoS2 states: "If missing, then presence needs only 1 of any unit, and excluded needs to be completely devoid of units" Well... I treat "xxx...Territories" like I treat triggers, always have "conditions" and "when". It's not always necessary, but the TripleA engine is very old, and there have been may contributors to the code, that assumptions may not work as desired. So add: <option name="unitPresence" value="ANY" count="1"/> <!-- If you want zero units add invert --> <!-- <option name="invert" value="true"/> --> Hope this helps. Cheers...
  • List of unit options?

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    TheDogT
    If you have not already. Download the map from High Quality> The Pact of Steel Visit this site when it works http://www.starlords3k.com/XOB.html
  • add image to Politics Pop-up

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  • option name="unitPresence" value="Unit" count="0"

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    ebbeE
    @rogercooper thanks for all feedback: this is the current trick I use.... but I like to free some space in the purchasing panel...
  • Custom Label for Part of a Turn?

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    Jason Green-LoweJ
    @thedog That's interesting with the serial numbers. I tried changing my code to use serial numbers, but I'm still having the same problem. Any other ideas? @wc_sumpton <delegate name="initDelegate" javaClass="games.strategy.triplea.delegate.InitializationDelegate" display="Initializing Delegates"/> <delegate name="tech" javaClass="games.strategy.triplea.delegate.TechnologyDelegate" display="Research Technology"/> <delegate name="tech_activation" javaClass="games.strategy.triplea.delegate.TechActivationDelegate" display="Activate Technology"/> <delegate name="battle" javaClass="games.strategy.triplea.delegate.BattleDelegate" display="Combat"/> <delegate name="move" javaClass="games.strategy.triplea.delegate.MoveDelegate" display="Combat Move"/> <delegate name="place" javaClass="games.strategy.triplea.delegate.PlaceDelegate" display="Place Units"/> <delegate name="purchase" javaClass="games.strategy.triplea.delegate.PurchaseDelegate" display="Purchase Units"/> <delegate name="endTurn" javaClass="games.strategy.triplea.delegate.EndTurnDelegate" display="Turn Complete"/> <delegate name="endRound" javaClass="games.strategy.triplea.delegate.EndRoundDelegate" display="Round Complete"/> <delegate name="placeBid" javaClass="games.strategy.triplea.delegate.BidPlaceDelegate" display="Bid Placement"/> <delegate name="bid" javaClass="games.strategy.triplea.delegate.BidPurchaseDelegate" display="Bid Purchase"/> <delegate name="politics" javaClass="games.strategy.triplea.delegate.PoliticsDelegate" display="Politics"/> <step name="germansPolitics" delegate="politics" player="Germans"/> <step name="germansTech" delegate="tech" player="Germans"/> <step name="germansPurchase" delegate="purchase" player="Germans"/> <step name="germans0CombatMove" delegate="move" player="Germans"> <stepProperty name="resetUnitStateAtStart" value="true"/> </step> <step name="germans1CombatMove" delegate="move" player="Germans" display="Naval Penetration Move"/> <step name="germansBattle" delegate="battle" player="Germans"/> <step name="germansNonCombatMove" delegate="move" player="Germans" display="Non Combat Move"/> <step name="germansPlace" delegate="place" player="Germans"/> <step name="germansTechActivation" delegate="tech_activation" player="Germans"/> <step name="germansEndTurn" delegate="endTurn" player="Germans"/>
  • 0 Votes
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    Jason Green-LoweJ
    @wc_sumpton Well, yes, I agree that the way I'm creating the feature is far from ideal. I've got a cleanup trigger that resets the canBeMovedThroughByEnemies back to false at the end of each combat move. I would indeed prefer to have a supportAttachment, but my understanding is that those wouldn't work right now with the existing code, and I think tripleA is short enough on developers right now that it's not practical to request special features just for my map. I tried switching from directExclusion to (directPresence + invert), and that did the trick. Thanks again for the help!
  • preset User Notifications > Show trigger/condition chance roll failure

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    TheDogT
    Just in case you have you not tried; Game> User Notification> Show Trigger/condition Chance Roll Failure (UnTick) and for Success, but you have to do this manually and for each map. As Ebbe has asked above it would be great if the map maker could set this.
  • Roll a die and activate different triggers based on the result?

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    Jason Green-LoweJ
    @wc_sumpton Lol, yes, you've found the problem. There's nothing wrong with the code, but I put the enemy ships in Sea Zone 127 while I was testing, instead of Sea Zone 126. If I put the ships in the correct zone, everything works exactly as intended. Anyway, thanks again for all the support.
  • Suicide Units don't fire if not accompanied by non suicide units

    Moved
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    Jason Green-LoweJ
    @thedog That worked, thanks!
  • Can a condition check a player's total income?

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    Jason Green-LoweJ
    @wc_sumpton This is great, thanks! I think it will work well.
  • Multiple Objectives Tabs?

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    Jason Green-LoweJ
    @wc_sumpton Thank you for the suggestion, but unfortunately the only effect seems to be that the single objective tab takes on the last name assigned. So I can rename the tab 'VPs', but I can't get a second tab this way.
  • Can a condition check how many units were built?

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    wc_sumptonW
    @rogercooper Bloodbath Rules Cheers...
  • Reference the PU Value of a Territory in Triggers?

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    B
    @jason-green-lowe sweet never seen it on triplea before. Nice job. Look forward to checkin it out
  • How to pass on hits with "whenHitPointsDamagedChangesInto"

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    ebbeE
    @beelee yes, that is the way it became... if a multi-hit unit is going solo... it is asking for trouble so in this case it is a defensive structure, which makes a bit sense... when all supporting units are down, it will be more vulnerable ....
  • First time making a map

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    TheDogT
    I assume they are impassable, so I would put them on their own layer. Even if not I think I would put them on their own layer.
  • Flag Display, Tech/Stats window

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    Black_ElkB
    ps. quick follow up Q Does anyone know if it is possible to separate the flag and small flag used by tripleA for the unit flag displays from the images used in the menu displays? Right now TripleA uses the same image for both the stats menu stuff and the unit flag display (if you turn that feature on). But it would be ideal if these could be separate images since their function's are pretty different. If we could use different sized graphics for each we could get the flag display options for the units to be more flexible. Here's another example showing theFrostion roundel pucks for unit "flag display on = large." I sized his puck at 36x52 for the Declaration of War screen (it is upscaling/compressing as mentioned in the post above for the menu type screens) but it would be nice if we could get a separate image for the unit flag display. Some example screens DOW screen 36x58px flags [image: 1676107948670-dow.png] 36x58px Unit Flags on Large, Unit view 100% [image: 1676107955628-ships-and-chips-100.png] 36x58px Unit Flags on Large, Unit view 125% [image: 1676107962804-ships-and-chips-125.png] Small flags in Battle Calc, Unit flag on Large, Unit view 100% [image: 1676109801939-small-flags-in-calc.png] Unit flags on Small [image: 1676110103577-small-flags-on-units.png] Ideally we'd want to pull a different image/size for the flag display options large and small on the units, than the graphics used in the stats and menu windows. Like a smaller puck say. But right now it pulls from the same graphics. I think it was probably to eliminate redundancy when tripleA was first built maybe? Or maybe the image compression thing is similar? but anyway, the file sizes of the images are rather small, and the utility of having more graphics options would be very nice, especially if trying to do a larger map/unit display. Any ideas on how to pull that off?
  • How to create random spawning during the game?

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    wc_sumptonW
    @ebbe
  • Invisible Islands for placement of units :-/

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    TheDogT
    @cernel A few hours later and in 2.5 the missing islands are working as they should, thanks again!
  • Having a player with whitespace in the name

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  • Chinese view on the world map?

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    B
    yea AK such an important piece for USA. Definitely be Nuking those commie bastards from there lol

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