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Right arm

Thanks for the replies guys.

What I want to do, is have the "Research_Facility"

(image courtesy of hepps)be able to be bombed like a Factory by Bombers. I want it to be damaged and captureable. I want it's built in "Factory" AA to defend at 2, not 1.
Wow, proofreading and I want a lot lol
Idk how to change that. I think "isFactory" or "isInfrastructure" are just hardwired to only fire their AA at 1. Idk how to turn it off or if you can either.
I tried to get around it by adding the above stuff, which allows it to shoot at 2, but the hardwired auto shoot at 1 still happens as well.
It will fire at 1, take any casualties, then fire at 2 if any remaining Bmbrs, then the Bmbrs conduct their SBR attack.
I don't think I can make it bombable by SBR unless it's "isFactory" or add all the stuff that bypasses it, which basically just does the same thing and activates the auto AA defend at 1 against SBR.
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Right now it shoots at 1 and then a second round at 2. So far, the closest I've come, is to make the second round of AA fire at 1.
I don't see "maxRoundsAA". So, this unit should only participate in the first round. "attackAA" is 2, "attackAAmaxDieSides" is 6 and "maxAAattacks" is -1. 1 D6 @2 for each "targetsAA" unit attack the territory this unit is in for only 1 round. "isAAforCombatOnly", "isAAforBombingThisUnitOnly" and "isAAforFlyOverOnly" are all not set.
AA attacks may only use 1 dice per attaching unit up to the value of "maxAAattacks". Are you trying to use 2 dice for attacking unit? The "mayOverStackAA" will need to be set and another unit with a different "typeAA" stacked with it.
<!-- These units have no icon/.png --> <!-- And are listed as 'dont_draw_units' in map.properties --> <variable name="FighterStacks"> <element name="FighterStack2"/> <element name="FighterStack3"/> <element name="FighterStack4"/> </variable> <variable name="FighterUnits"> <element name="$FighterStacks$"/> <element name="UK-Fighter"/> <element name="USA-Fighter"/> </variable>
In "D-Day 2 PoC" each fighter can fire at each unit that enters its territory. To accomplish this I use 'invisible' FighterStacks.Which are added to the fighter in the FighterUnits list, so all fighters use the same attachment.
<!-- Fighters --> <attachment foreach="$FighterUnits$" name="unitAttachment" attachTo="@FighterUnits@" javaClass="UnitAttachment" type="unitType"> <option name="movement" value="0"/> <option name="attack" value="1"/> <option name="defense" value="0"/> <option name="isSea" value="true"/> <option name="canEvade" value="false"/> <option name="isFirstStrike" value="false"/> <option name="canMoveThroughEnemies" value="true"/> <option name="canBeMovedThroughByEnemies" value="true"/> <option name="canNotTarget" value="Anti-Aircraft Artillery"/> <!-- Uses FighterUnits to create different typeAA values --> <option name="typeAA" value="@FighterUnits@_strafe"/> <option name="attackAA" value="1"/> <option name="maxAAattacks" value="-1"/> <option name="targetsAA" value="Infantry:Artillery:Armour"/> <option name="isAAforCombatOnly" value="true"/> <option name="isAAforFlyOverOnly" value="true"/> <option name="mayOverStackAA" value="true"/> <option name="unitPlacementRestrictions" value="$Territories$"/> </attachment>After fighters are placed, FighterStacks are added to give the extra dice desired, and the player never sees these extra units.
Hope this is helpful.
Cheers...
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@beelee So why does attackAA not work? Does that only work for combat and not SBR?
EDIT if you can't get the facility to shoot at 2, perhaps you could create a separate AA gun unit that is spawned when someone bombs the facility and shoots at the aircraft at 2

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Hi Dog
Thanks for the reply. Yea that works for a combat unit but the strat bombing AA is separate from that and is defensive.
Actually, I'm pretty sure it can't be done. I kind of remember messing around with it years ago and coming to the same conclusion.
I will give it to @victoryfirst as a feature request
