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    Units That Popping Up Randomly

    Scheduled Pinned Locked Moved Map Making
    26 Posts 5 Posters 4.5k Views 5 Watching
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    • wc_sumptonW Offline
      wc_sumpton
      last edited by

      @Schulz

      Not sure what you are asking. If only certain territories are controlled then the newly placed sub can move? Otherwise Germany can not move these newly placed subs.

      As to making the 'stepProperty' trigger dependent, it can not be done.

      Cheers...

      SchulzS 1 Reply Last reply Reply Quote 0
      • SchulzS Offline
        Schulz @wc_sumpton
        last edited by

        @wc_sumpton I mean these units will be spawned each round only if the owner of these units control certain territories.

        1 Reply Last reply Reply Quote 0
        • wc_sumptonW Offline
          wc_sumpton
          last edited by

          @Schulz
          Gotya'.

          So if the units are not spawned, the 'stepProperty' would have not effect, even though it is still part of 'germansCombatMove'.

          So again my question, 'Why do you want to control when 'stepProperty' fires?'

          Slightly confused

          Cheers...

          SchulzS 1 Reply Last reply Reply Quote 0
          • RogerCooperR Offline
            RogerCooper @Schulz
            last edited by

            @schulz You can have multiple conditions. Check Pact of Steel 2.

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            • SchulzS Offline
              Schulz @wc_sumpton
              last edited by

              @wc_sumpton

              I though having these subs being spawned wouldn't make sense if Germany defeated or controls no coastal territory.

              I don't know how to deal with "<stepProperty name="resetUnitStateAtStart" value="true"/>" even if these units stop being spawning temporarily.

              1 Reply Last reply Reply Quote 0
              • wc_sumptonW Offline
                wc_sumpton
                last edited by

                @Schulz

                I think I understand what you are saying. You do not need to "turn off" '<stepProperty name="resetUnitStateAtStart" value="true"/>'. All this does is reset/clear Unit states, which is also done at the end of Non-Combat Movement by default.

                The only change to game play will only appear when units are spawned, this will allow then to move during the same turn that they appear. If the units do not spawn, that's ok, there should be no effect.

                '<stepProperty name="resetUnitStateAtStart" ' value can not be changed with triggers. But from what I understand by what you are describing that should be okay.

                Cheers...

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