Subcategories

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

    5
    1 Votes
    5 Posts
    753 Views
    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?

    5
    1
    0 Votes
    5 Posts
    723 Views
    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
    5 Posts
    795 Views
    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

    6
    1 Votes
    6 Posts
    740 Views
    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?

    6
    0 Votes
    6 Posts
    926 Views
    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
    7
    0 Votes
    7 Posts
    2k Views
    Jason Green-LoweJ
    @thedog That worked, thanks!
  • Can a condition check a player's total income?

    5
    0 Votes
    5 Posts
    706 Views
    Jason Green-LoweJ
    @wc_sumpton This is great, thanks! I think it will work well.
  • Multiple Objectives Tabs?

    5
    1 Votes
    5 Posts
    934 Views
    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?

    18
    1 Votes
    18 Posts
    2k Views
    wc_sumptonW
    @rogercooper Bloodbath Rules Cheers...
  • Reference the PU Value of a Territory in Triggers?

    19
    0 Votes
    19 Posts
    3k Views
    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"

    21
    3
    1 Votes
    21 Posts
    4k Views
    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

    47
    1
    3 Votes
    47 Posts
    11k Views
    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

    2
    3
    2 Votes
    2 Posts
    531 Views
    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?

    8
    3
    1 Votes
    8 Posts
    1k Views
    wc_sumptonW
    @ebbe
  • Invisible Islands for placement of units :-/

    4
    2
    0 Votes
    4 Posts
    731 Views
    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

    1
    1 Votes
    1 Posts
    412 Views
    No one has replied
  • Chinese view on the world map?

    4
    1
    2 Votes
    4 Posts
    1k Views
    B
    yea AK such an important piece for USA. Definitely be Nuking those commie bastards from there lol
  • Basic XML Error/Unpacking/Packing

    6
    0 Votes
    6 Posts
    653 Views
    B
    @gunther-s :flexed_biceps: yea idk either seems some of the different OS react differently on some stuff
  • How to modify borders on an existing map

    108
    4 Votes
    108 Posts
    48k Views
    Davor PavlićD
    @thedog It worked!
  • What is the polygon grabber?

    3
    0 Votes
    3 Posts
    451 Views
    TheDogT
    @conofive Load TripleA Map Creator Tools button Step 2: Map Utilities button Run the Polygon Grabber button

Recent Posts