Subcategories

  • Reset Option

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    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

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    A
    I think I have it working. I am using national objectives. Thanks for the help.
  • Error with Trigger Attachment

    trigger
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    RogerCooperR
    @Cernel Of course the issue was that I forget to set "Use Triggers" to true.
  • Placement Picker Tool

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    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

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    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

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    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?

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    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

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    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

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    SchulzS
    Doubling unit costs and setting up games dice would definitely help too.
  • WWII v3 1941 Mod

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

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    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

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    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?

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    SchulzS
    https://axisandallies.fandom.com/wiki/Domination_1914_NML_Navalland
  • Trigger when units are present on map?

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    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
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    RogerCooperR
    @Cernel Thank you, I will fix it.
  • How do you modify the Map Rules?

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    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
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    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

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    Martin MadueñoM
    @redrum Thanks, i will try with pre-release :grinning_face_with_smiling_eyes:
  • XML code that only plays an mp3 file

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    redrumR
    @Frostion Ah I see. I'd need to see the error details to see why that's happening. Not sure if you have those but if so please post them.

Recent Posts

  • @Ramon said:

    -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)

    <property name="Low Luck for Technology" value="true" editable="true"> <boolean/> </property>

    Give the player the number of dice equal to "diceSides".

    @Ramon said:

    <option name="isMarine" value="true"/>

    "isMarine" takes a number value. "isMarine"=true is converter to "isMarine"=1. "isMarine" can also be set to negative values.

    @Ramon said:

    If i understand correctly you can basically give conscripts 1 attack, and make every unit (except trenches) debuff them with 1?

    Yea.. but upon further testing, because both units are 0, the buff was not applied, so I'm still working on this.

    wc_sumpton said:

    It can get slightly complicated.

    Cheers...

    read more

  • @Ramon said:

    -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)

    Hi

    The answer is yes but I can't find an example at the moment. Roger, The Dog or the Master wc will clue you in most likely 🙂

    but it has something to do with "rolls" and "chance' if i remember right.

    From POS2

    Screenshot from 2026-09-18 08-49-37.png

    so something like that

    read more

  • found the marine!

    <option name="isMarine" value="true"/>

    sometimes it can be so easy

    read more

  • @wc_sumpton

    Hi WC!

    Thanks a lot for your time and effort!

    If i understand correctly you can basically give conscripts 1 attack, and make every unit (except trenches) debuff them with 1?

    I have 2 more questions:

    -can i make tech dice basically hit every time (so they hit at 1 or higher, basically you pay 20 ipcs for guarenteed tech unlock)
    -for a unit such as a marine can i give it +1 amphibious attack?

    ~Ramon

    read more