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    Change maxBuiltPerPlayer by a trigger

    Map Making
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    • VictoryFirst
      VictoryFirst last edited by

      At the start of the game, the Axis powers have only one truck available to them (reflected by <option name="maxBuiltPerPlayer" value="1"/>)

      <attachment name="unitAttachment" attachTo="axis-truck" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      	<option name="movement" value="2"/>
      	<option name="attack" value="0"/>
      	<option name="defense" value="0"/>
      	<!-- <option name="canBeDamaged" value="true"/> -->
      	<!-- <option name="maxDamage" value="1"/> -->
      	<!-- <option name="canDieFromReachingMaxDamage" value="true"/> -->
      	<option name="isLandTransport" value="true"/>
      	<option name="transportCapacity" value="6"/>
      	<option name="isLandTransportable" value="false"/>
      	<option name="isInfrastructure" value="true"/>
      	<option name="isAAmovement" value="true"/>
          <option name="destroyedWhenCapturedBy" value="British:Americans"/>
      	<option name="isConstruction" value="true"/>
        <option name="constructionsPerTerrPerTypePerTurn" value="1"/>
        <option name="maxConstructionsPerTypePerTerr" value="1"/>
        <option name="maxBuiltPerPlayer" value="1"/>
        <option name="constructionType" value="axis-truck"/>
      </attachment>
      

      At the start of round 7, the axis power should have an extra truck available. So the value needs to change to 2. Is it possible to do so via a trigger?

      TheDog B 2 Replies Last reply Reply Quote 0
      • TheDog
        TheDog @VictoryFirst last edited by

        @victoryfirst
        Maybe, try the following in a trigger with a condition

        <option name="unitType" value="axis-truck"/>
        <option name="unitProperty" value="maxBuiltPerPlayer" count="2"/>
        <option name="uses" value="1"/>
        
        1 Reply Last reply Reply Quote 3
        • B
          beelee @VictoryFirst last edited by

          @victoryfirst

          Hi Victory

          If what the Dog suggested doesn't work try adding "UnitAttachmentName" to the trigger. Idk if it's needed but that's always the way I have done it.

          Screenshot from 2026-03-16 06-53-36.png

          So the above takes a defend zero Transport and makes it defend at 1. Should just be able to swap in the max built unitAttachment. And have a condition for whatever rd you want it to fire.

          You might want to set it to rd 2 for testing 🙂

          VictoryFirst 1 Reply Last reply Reply Quote 3
          • VictoryFirst
            VictoryFirst @beelee last edited by VictoryFirst

            @beelee It worked!!

            <attachment name="triggerAttachmentAxisTruckLateWar" attachTo="Germans" javaClass="TriggerAttachment" type="player">
            	<option name="conditions" value="conditionAttachmentRound7"/>	
            	<option name="unitType" value="axis-truck"/>
            	<option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/>
            	<option name="unitProperty" value="maxBuiltPerPlayer" count="2"/>
            	<option name="uses" value="1"/>
            	<option name="when" value="before:americansPurchase"/>
            </attachment>
            

            a84019bf-7fda-440f-b58b-45b2d82d3eb2-image.png

            RogerCooper 1 Reply Last reply Reply Quote 3
            • RogerCooper
              RogerCooper @VictoryFirst last edited by

              @victoryfirst Could this be used to change any value on an unit attachment? Potentially very useful.

              For example, in Axis & Allies: Pacific, Commonwealth and American units have a defense strength of one on the first turn. They could start 1 and then be upgraded to their regular values at the end of the Japanese turn.

              B VictoryFirst 2 Replies Last reply Reply Quote 2
              • B
                beelee @RogerCooper last edited by

                @rogercooper said in Change maxBuiltPerPlayer by a trigger:

                Could this be used to change any value on an unit attachment?

                I believe so. I have used it for many different changes. It's in POS2

                Screenshot from 2026-03-18 19-52-17.png

                Not very detailed but redrum and hepps helped me figure it out and I just copied hepps stuff. 🙂

                Veqryn really did an amazing job with POS2.

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

                  @rogercooper said in Change maxBuiltPerPlayer by a trigger:

                  Could this be used to change any value on an unit attachment?

                  I believe so. I have used it for many different changes. It's in POS2

                  Screenshot from 2026-03-18 19-52-17.png

                  Not very detailed but redrum and hepps helped me figure it out and I just copied hepps stuff.

                  Veqryn really did an amazing job with POS2.

                  Edit
                  lol double post. Wouldn't let me delete.

                  Well veqryn deserves double recognition lol

                  VictoryFirst 1 Reply Last reply Reply Quote 1
                  • VictoryFirst
                    VictoryFirst @beelee last edited by

                    @beelee You can edit your post and delete everything and then type "this post is deleted". That's what I always do 😅

                    1 Reply Last reply Reply Quote 0
                    • VictoryFirst
                      VictoryFirst last edited by VictoryFirst

                      <option name="unitAttachmentName" value="UnitAttachment" count="unitAttachment"/>
                      

                      Btw I must say that I love this line. It makes no sense at all lol

                      1 Reply Last reply Reply Quote 0
                      • VictoryFirst
                        VictoryFirst @RogerCooper last edited by

                        @rogercooper I was planning to work on an improved module for A&A Pacific. The_Good_Captain made a detailed bug report for that game. Were you planning to work on it as well or did you already start working on it? Perhaps we could do it together.

                        1 Reply Last reply Reply Quote 0
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