Subcategories

  • foreach syntax

    3
    0 Votes
    3 Posts
    545 Views
    RogerCooperR
    @Cernel Thank you. The capitalization issues without error messages are hard to catch.
  • Reset Option

    11
    0 Votes
    11 Posts
    2k Views
    wc_sumptonW
    @Michael-Hoover as @Cernel stated "-reset-" is used to clear multiple values. You can use a "playerProperty" to change a "switch" value. You stated: <attachment name="conditionAttachment_WaxOn" attachTo="Player1" javaClass="RulesAttachment" type="player"> <option name="switch" value="true"/> </attachment> Then you would need to create a condition for when to turn the switch to false: <attachment name="conditionAttachment_TurnWaxOff" attachTo="Player1" javaClass="RulesAttachment" type="player"> <!-- Create the condition here --> </attachment> Then by checking the state of "conditionAttachment_TurnWaxOff" you could use this to then set "conditionAttachment_WaxOn" to "false": <attachment name="conditionAttachment_WaxOff" attachTo="Player1" javaClass="TriggerAttachment" type="player"> <option name="conditions" value="conditionAttachment_TurnWaxOff"/> <option name="players" value="Player1"/> <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachment_WaxOn"/> <option name="playerProperty" value="switch" count="false"/> </attachment> To change "conditionAttachment_WaxOn" to false. Hope this helps. Cheers...
  • Convoy zone

    15
    1 Votes
    15 Posts
    4k Views
    A
    I think I have it working. I am using national objectives. Thanks for the help.
  • Error with Trigger Attachment

    trigger
    9
    0 Votes
    9 Posts
    1k Views
    RogerCooperR
    @Cernel Of course the issue was that I forget to set "Use Triggers" to true.
  • Placement Picker Tool

    3
    -1 Votes
    3 Posts
    680 Views
    Michael HooverM
    Yeah Its just frustrating...its probably because I am running TA in a virtual machine at the moment. Glad to hear the tool is good though.
  • New Map Question

    5
    -1 Votes
    5 Posts
    1k Views
    C
    @Michael-Hoover said in New Map Question: I don't suppose there is a way to give the "isSub" abilities to a land unit? You cannot in the current 1.9 release, but you can in the current 2.0 prerelease.
  • Game notes max width

    36
    0 Votes
    36 Posts
    6k Views
    LaFayetteL
    @Cernel the HTML needs to be fixed within the constraints of the HTML rendering. There is no code fix for us to apply here. We're not modifying the HTML, we're not rendering it ourselves. There is no way we're going to change anything (short of rebuilding an HTML renderer, IE; a web-browser) that makes this exact HTML render how you want.
  • Land units with strategic bombing?

    26
    0 Votes
    26 Posts
    6k Views
    C
    @Frostion So, to summarize and make sure, is the latest issue at hand that disabling any units doesn't disable their AA attacks nor their ability to give support, while it correctly disables their regular attacks, instead? Isn't that maybe just intended?
  • unitInitialize

    5
    0 Votes
    5 Posts
    1k Views
    B
    @andrewthree said in unitInitialize: Thank you both! It's amazing how you can be looking right at something and not see it. Heh heh It's got me many a time
  • Fun İssue

    14
    0 Votes
    14 Posts
    3k Views
    SchulzS
    Doubling unit costs and setting up games dice would definitely help too.
  • WWII v3 1941 Mod

    Moved
    6
    0 Votes
    6 Posts
    948 Views
    RogerCooperR
    @eagledrc If you send me your mod, I will post on my site. I have a lot of mods not in the scenario repository as well as 2 mods that in the scenario repository but don't work in the versions in the repository. Complete Scenario List
  • Where are the XMLs?

    Moved
    4
    0 Votes
    4 Posts
    920 Views
    Captain CrunchC
    Cernel move this to the Shulz, Frostion, Lafeyette Topic forum please
  • First map; error: Unable to load expected resource: polygons.txt

    19
    1 Votes
    19 Posts
    3k Views
    H
    @Cernel thx man, i had to make the reliefTiles map a bit transparent, cut it up with the imagetilebreaker and replaced the old reliefTiles with the new ones. The map is, apart from some balancing basicly ready thanks to you guy. you're legends Hidde2k
  • Population / manpower

    17
    0 Votes
    17 Posts
    3k Views
    U
    Dear @redrum and Dear @Hepps, thanks a lot for the advice to look into the Civil War map. There are many good mechanics implemented there.
  • Map/xml with tech system?

    3
    0 Votes
    3 Posts
    847 Views
    SchulzS
    https://axisandallies.fandom.com/wiki/Domination_1914_NML_Navalland
  • Trigger when units are present on map?

    6
    0 Votes
    6 Posts
    1k Views
    C
    @redrum said in Trigger when units are present on map?: @Frostion Yeah, as @Cernel pointed out not a bad feature request. @Frostion Not a wonderful solution but, for now, one might do this with a limited amount of coding by using "eaches" on the conditions, then having as many same conditions assigned to the trigger as the number of units specified in the conditions themselves, then a condition type equal to the minimum number you want (in your case, 5), if you are following me. However, I'm not sure if it would work, as eaches are normally used to make the trigger firing that many times. EDIT: Nevermind, checked pos2 it says that eaches are just 1s, condition wise.
  • Problem with TriggerAttachment using placement option

    trigger
    12
    0 Votes
    12 Posts
    2k Views
    RogerCooperR
    @Cernel Thank you, I will fix it.
  • How do you modify the Map Rules?

    4
    1 Votes
    4 Posts
    1k Views
    redrumR
    @RyansPlace You'll need to unzip the map file then go to "\map\games" directory inside it. There you'll see the various game XMLs for that map. Open the one that corresponds to the game you want to edit then find those 2 properties and change them to editable="true".
  • 0 Votes
    33 Posts
    4k Views
    C
    @Cernel If so, I believe this would be the only case in all Axis&Allies history in which I'm forbidden from doing nothing during a movement phase.
  • Variable lists do not seem to work

    14
    0 Votes
    14 Posts
    3k Views
    Martin MadueñoM
    @redrum Thanks, i will try with pre-release :grinning_face_with_smiling_eyes:

Recent Posts

  • @Ramon I believe by default tech dice use the dice sides specified on the top of the XML (by default 6). So if you want to give tech a dice of 4, you'd be changing the dice sides that regular combat units use as well.

    If you want tech to be rolled with 4 dice sides and the other rolls with 6 dice sides, I think theoretically it would possible, but would it would be insanely complicated and require the use of a user action phase with a lot of nested triggers/conditions.

    Also, some of the stuff you want to implement that is currently not possible can be made possible by making changes to the engine. So if you'd like to see this happen, feel free to post a feature request here: https://github.com/triplea-game/triplea/issues
    (click on "New Issue" and select the top option "Feature Request")

    read more

  • @wc_sumpton

    Is it possible to give tech a dice of 4 instead of 6?

    read more

  • @Ramon said:

    So if i understand correctly with this trigger there is no way for the engine to check if the Japanese have 20PU's?

    Meaning they can always buy tech?

    Yes

    Cheers...

    read more

  • @wc_sumpton

    Thanks a lot for your response!

    So if i understand correctly with this trigger there is no way for the engine to check if the Japanese have 20PU's?

    Meaning they can always buy tech?

    Cheers!

    read more