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    trigger question - unit with hit

    Scheduled Pinned Locked Moved Map Making
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    • N Offline
      Numetalfan
      last edited by

      Hi all, I solved the problems with triggers:

      a) a new unit
      <unit name="USS Tennessee"/>

      b) definition of it with a hit point

      <attachment name="unitAttachment" attachTo="USS Tennessee" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="1"/>
      <option name="isSea" value="true"/>
      <option name="attack" value="4"/>
      <option name="defense" value="4"/>
      <option name="canBombard" value="true"/>
      <option name="hitPoints" value="1"/>
      </attachment>

      c) triggers

      <attachment name="conditionAttachmentPearlHarbour" attachTo="Americans_west" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="directPresenceTerritories" value="map" count="1"/>
      <option name="unitPresence" value="battleship" count="0"/>
      <option name="rounds" value="1"/>
      </attachment>

      <attachment name="triggerAttachmentBBrefloating_PearlHarbour" attachTo="Americans_west" javaClass="games.strategy.triplea.attachments.TriggerAttachment"

      type="player">
      <option name="conditions" value="conditionAttachmentPearlHarbour"/>
      <option name="when" value="after:americans_westCombatMove"/>
      <option name="placement" value="53 Sea Zone:USS Tennessee" count="1"/>
      <option name='uses' value='1'/>
      </attachment>

      it works very well !

      1 Reply Last reply Reply Quote 3
      • N Offline
        Numetalfan @beelee
        last edited by

        @beelee

        <unitPlacement unitType="battleship" territory="118 Sea Zone" quantity="1" owner="Germans" hitsTaken="1"/>

        works,

        but you get a "normal" battleship, not the one with a hit

        <unitPlacement unitType="battleship_hit" territory="118 Sea Zone" quantity="1" owner="Germans"/>

        is also wrong

        I still look for a way to place a BB with a hit by a trigger, without creating special units

        B 2 Replies Last reply Reply Quote 1
        • N Offline
          Numetalfan
          last edited by

          Repair problem:

          In case of a soultion where you drop a special unit by a trigger and that unit represents a BB with a hit, you have to define in the xml a way how to repair it.

          so in the trigger you replace that unit with a regular BB and everything is fine.

          My problem here is the trigger condition,
          because you never know where the user will move the special unit on the map.

          E.g. around UK there are already five sea zones connected with the factory. At the start of AA41 the allies have 9 sea zones adjancent to a factory. And each buy of a new factory increases that number.

          And any sea zone like that would be OK to repair because

          <property name="Two hit battleship" value="true" editable="false">
          <boolean/>
          </property>
          <property name='Two HitPoint Units Require Repair Facilities' value='true' editable='true'>
          <boolean/>
          </property>

          are both active.

          So what would be the coding in the condition to "repair"(get replaced) such a special unit if it ends its turn adjacent to an allied factory?

          1 Reply Last reply Reply Quote 1
          • B Offline
            beelee @Numetalfan
            last edited by beelee

            @numetalfan yea Idk how to do it without a special unit. I did it like hepps in TWW and ended up with

            <!-- BattleShip-damaged -->
            <attachment name="unitAttachment" attachTo="battleship-damaged" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
            <option name="movement" value="2"/>
            <option name="attack" value="4"/>
            <option name="defense" value="4"/>
            <option name="isSea" value="true"/>
            <option name="canBombard" value="true"/>
            <option name="bombard" value="2"/>
            <option name="hitPoints" value="2"/>
            <option name="whenHitPointsRepairedChangesInto" value="0:true:battleship"/>
            </attachment>

            Then for your repair unit you could try removing it from repairsUnits in Harbour

            <option name="repairsUnits" value="battleship:carrier:battleship-damaged"/>

            and add it to your repair unit which would require a harbour to place. That still would work when harbour was damaged though. You might be able to try and have it place only with undamaged harbour. Idk if you can do that though. If you already had a repair unit placed, it'd still repair as well.

            Edit
            Yea actually it does work by not allowing you to place the repair unit in a damaged harbour or factory. That's what I did with "Factory Limited" in Global 40 House Rules.

            1 Reply Last reply Reply Quote 1
            • B Offline
              beelee @Numetalfan
              last edited by beelee

              @numetalfan said in trigger question - unit with hit:

              @beelee

              <unitPlacement unitType="battleship" territory="118 Sea Zone" quantity="1" owner="Germans" hitsTaken="1"/>

              works,

              but you get a "normal" battleship, not the one with a hit

              Idk why that's not working. That's what I used in Oztea 41.

              N 1 Reply Last reply Reply Quote 1
              • N Offline
                Numetalfan @beelee
                last edited by

                @beelee

                thx for the advice, but one difference ist clear.

                My coding

                <attachment name="triggerAttachmentBBrefloating_PearlHarbour" attachTo="Americans_west" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
                <option name="when" value="before:americans_westNonCombatMove"/>
                <option name="conditions" value="conditionAttachmentPearlHarbour"/>
                <option name="placement" value="56 Sea Zone:battleship" hitsTaken="1" count="1"/>
                <option name='uses' value='1'/>
                </attachment>

                is part of a trigger, while your code

                <unitPlacement unitType="battleship" territory="95 Sea Zone" quantity="1" owner="Italians" hitsTaken="1"/>

                is part of the initial setup.

                ..

                ★
                unitPlacement
                Define initial unit placement
                An object withinunitInitialize
                Parameters:
                unitType: Any unit in the unitList
                territory: Any territory in map
                quantity: integer
                owner: Any player in playerList
                These units will already be on the map when the game begins.

                B 1 Reply Last reply Reply Quote 1
                • B Offline
                  beelee @Numetalfan
                  last edited by

                  @numetalfan ahh yea that is different. Sadly that doesn't work then. I guess you'll have to use a special unit.

                  N 1 Reply Last reply Reply Quote 1
                  • N Offline
                    Numetalfan @beelee
                    last edited by

                    @beelee

                    I am afraid this is the way to go.

                    Then I need a second trigger, one that is activated when that special unit ends its turn adjacant to a factory. Then I will repair it by exchange it with a normal battleship.

                    Any idea how to do this?

                    B 1 Reply Last reply Reply Quote 1
                    • B Offline
                      beelee @Numetalfan
                      last edited by beelee

                      @numetalfan so if i understand right you want a BB with 1 hit placed with your trgger ? If so make a unit such as in the above post "BattleShip-damaged"

                      I think the Factory will auto repair it but if not add the
                      <option name="repairsUnits" value="battleship-damaged"/>
                      to the Factory

                      so you shouldn't need a second trigger

                      Edit
                      yea disregard the stuff about the Harbour. I was confusing it with what I did. You just want the Factory to auto repair same as any damaged BB

                      B 1 Reply Last reply Reply Quote 0
                      • B Offline
                        beelee @beelee
                        last edited by

                        @beelee not sure what units you're using but I have Global 40 ones in Global 40 House Rules if you want to just copy them

                        N 2 Replies Last reply Reply Quote 1
                        • N Offline
                          Numetalfan @beelee
                          last edited by

                          @beelee
                          that's it

                          <!-- BattleShip-damaged -->

                          <attachment name="unitAttachment" attachTo="battleship-damaged" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">

                          <option name="movement" value="2"/>

                          <option name="attack" value="4"/>

                          <option name="defense" value="4"/>

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

                          <option name="canBombard" value="true"/>
                          <option name="hitPoints" value="2"/>

                          <option name="whenHitPointsRepairedChangesInto" value="0:true:battleship"/>

                          </attachment>

                          My "special unit" was very similar, but the most important coding is:

                          <option name="whenHitPointsRepairedChangesInto" value="0:true:battleship"/>

                          that is what I missed
                          thx

                          1 Reply Last reply Reply Quote 2
                          • N Offline
                            Numetalfan @beelee
                            last edited by

                            @beelee

                            I still miss something, everythings works fine, but the repairing ist not happening

                            7bacbcf2-c9d7-46c9-aaf4-07b7c8f68048-grafik.png

                            here you see the new unit adjacant to a factory, but it was not repaired

                            the codes are:

                            1. <property name="Units Repair Hits End Turn" value="true" editable="true">
                              <boolean/>
                              </property>

                            2. <property name="Two hit battleship" value="true" editable="false">
                              <boolean/>
                              </property>

                            3. <property name='Two HitPoint Units Require Repair Facilities' value='true' editable='true'>
                              <boolean/>
                              </property>

                            4. <attachment name="unitAttachment" attachTo="factory" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                              <option name="isFactory" value="true"/>
                              <option name="isAAforBombingThisUnitOnly" value="true"/>
                              <option name='repairsUnits' value='battleship:battleship-damaged'/>
                              </attachment>

                            5. <attachment name="unitAttachment" attachTo="battleship-damaged" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
                              <option name="movement" value="2"/>
                              <option name="attack" value="4"/>
                              <option name="defense" value="4"/>
                              <option name="isSea" value="true"/>
                              <option name="canBombard" value="true"/>
                              <option name="hitPoints" value="2"/>
                              <option name="whenHitPointsRepairedChangesInto" value="0:true:battleship"/>
                              </attachment>

                            I wonder what is missing

                            B 1 Reply Last reply Reply Quote 0
                            • B Offline
                              beelee @Numetalfan
                              last edited by

                              @numetalfan yea so unfortunately, that's not gonna work. If i edit the damaged BB to have 1 hit point of damage, then it does. But if we could do that we wouldn't need it anyway. So back to the same issue.

                              I suggest looking at how "Hulls" work in Total World War. I'm gonna take a look at it myself. It seems as if you ought to be able to make something work with the Hulls. I'm not real familiar with them but think you place them and make it turn into a BB by using "consumesUnits" somehow.

                              Here's what he has

                              <attachment name="unitAttachment" attachTo="germanBattleship" javaClass="UnitAttachment" type="unitType">
                              <option name="movement" value="2"/>
                              <option name="attack" value="6"/>
                              <option name="defense" value="5"/>
                              <option name="attackRolls" value="2"/>
                              <option name="defenseRolls" value="2"/>
                              <option name="canBombard" value="true"/>
                              <option name="isSea" value="true"/>
                              <option name="hitPoints" value="2"/>
                              <option name="bombard" value="5"/>
                              <option name="requiresUnits" value="germanDocks:germanFactory"/>
                              <option name="consumesUnits" value="1:germanHull"/>
                              <option name="whenHitPointsDamagedChangesInto" value="1:true:germanBattleship-damaged"/>
                              </attachment>

                              I'm not sure how it changes. I'm gonna read up on it

                              B 1 Reply Last reply Reply Quote 0
                              • B Offline
                                beelee @beelee
                                last edited by

                                @beelee Still not quite sure how it works

                                consumesUnits
                                values: requires that a unit be present in a territory, then when this unit is placed the other units are destroyed / upgraded into this unit. Can have multiple instances of this, which means it consumes multiple types of units.

                                B 1 Reply Last reply Reply Quote 0
                                • B Offline
                                  beelee @beelee
                                  last edited by beelee

                                  @beelee hmm...yea I don't think that's gonna work either. Because you can't place your BB then w/out a Damaged one. What is the exact scenario again ? Is this for the PH attack ? Or you want to be able to do this anywhere ?

                                  Edit
                                  Ok I just went through th thread again and I think WC is right, you can't place a damaged unit in game. Might be able to figure out away to make your scenario still work though. I'm gonna think on it some more

                                  1 Reply Last reply Reply Quote 0
                                  • B Offline
                                    beelee
                                    last edited by

                                    Ok so have the DamagedBB placed when your trigger sees all the BBs sunk. Might as well make it a A0 D0 M0 since it's not going anywhere. Then your -10 PU trigger fires when he sees it's there. Then at the start of JPNs turn have a trigger remove it. That way if JPN attacks again it won't be there to soak a hit.

                                    N 1 Reply Last reply Reply Quote 0
                                    • N Offline
                                      Numetalfan @beelee
                                      last edited by

                                      @beelee

                                      that was excatly my first programming, but this way of doing it restricts the game. I want the user to decide what he does.

                                      If he decides to move the damaged BB to a shore next to factory it should be repaired, if the player decides to attack with it, it should be possible too.

                                      I think the programmers should enlarge the "placement" function by the battleship_hit.

                                      B 1 Reply Last reply Reply Quote 0
                                      • B Offline
                                        beelee @Numetalfan
                                        last edited by

                                        @numetalfan yea that'd be cool. I'd make a Feature request as WC suggested then, because edit is the only way to do it for now.

                                        There's been a few more developers active lately. If it's easy, maybe someone will take it on sooner than later.

                                        Might request at git also https://github.com/triplea-game/triplea/issues then add Feature Request from the Label menu. Might get more visibility that way. I'd post it here too.

                                        N 2 Replies Last reply Reply Quote 1
                                        • N Offline
                                          Numetalfan @beelee
                                          last edited by

                                          @beelee

                                          thx

                                          1 Reply Last reply Reply Quote 1
                                          • N Offline
                                            Numetalfan @beelee
                                            last edited by

                                            @beelee

                                            Trigger question.

                                            First trigger condition....something like

                                            name='conditionAttachmentJapaneseBattleships' attachTo='Japanese' javaClass='RulesAttachment' type='player'>
                                            <option name='directPresenceTerritories' value='map' count='1'/>
                                            <option name='unitPresence' value='battleship' count='1'/>

                                            Second trigger condition

                                            name='conditionAttachmentJapaneseBattleships' attachTo='Japanese' javaClass='RulesAttachment' type='player'>
                                            <option name='directPresenceTerritories' value='map' count='1'/>
                                            <option name='unitPresence' value='battleship_hit' count='1'/>

                                            It does not work! There is an error

                                            So how make a condition that checks the presence of a regular battleship but that has already got a hit in a defined territory??

                                            B 1 Reply Last reply Reply Quote 0

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