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    placement/removeUnits Question

    Scheduled Pinned Locked Moved Map Making
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    • prastleP Offline
      prastle Lobby Moderators Admin
      last edited by

      correct

      only way to get around that is tech firing with triggers at placement

      If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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      • B Offline
        beelee
        last edited by

        well...I've been trying some stuff but... Not quite following prastle. The tech is what activates the placement. So not really sure what to do here. Do I need another tech that gives the new units movement ? Would have to be different than other units already on the board. Which could be done. Then have it deactivate after that turn ?

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        • prastleP Offline
          prastle Lobby Moderators Admin
          last edited by

          0_1487649610975_WW2v3-1941-techadvance.xml

          have a look at this xml old lobby 1.8 might help

          If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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          • B Offline
            beelee
            last edited by

            Thank You. I finally figured out reset. So now I just need to try and figure out how to change the unitAttachment with a trigger.

            I've started keeping track of all things I can't figure out easily. I'll post it when I get a few. Also keeping track of things that aren't in POS2. Maybe people will add to it as well. Help out uneducated people like myself maybe. 🙂
            I'll check out the xml. Thanks again

            wow! that's a lot of emojis ! didn't see the big tooth grin though 🙂

            prastleP FrostionF 2 Replies Last reply Reply Quote 0
            • prastleP Offline
              prastle Lobby Moderators Admin
              last edited by prastle

              He was trigger happy in this one but its basically every v3 41 map ever made and then some in 1 dl..

              If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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              • prastleP Offline
                prastle Lobby Moderators Admin @beelee
                last edited by

                @beelee sorry i should have said tech firing at bid placement

                If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

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

                  @prastle
                  Right on I'll give it a shot. Got most of the stuff working now. Cernel's xml was a big help. I didn't know how to change unitAttachments. A lot easier than adding a new unit.

                  Doesn't look as if "givesMovement" is stackable ? At least it din't work when I tried it.
                  Thanks again for your help

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                  • FrostionF Offline
                    Frostion Admin @beelee
                    last edited by

                    @beelee Sounds like you are making an interesting XML. I have also been wanting to give units movement when they get placed, but never figured out how. Nice if you have.

                    What is ”Cernel's xml”? And what is your “Also keeping track of things that aren't in POS2” thing? Are you making like a list of good tricks? 😉

                    It would be nice to have a real “XML code guide” one day, with examples of possibilities and options that folks have figured out.

                    Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                    B 2 Replies Last reply Reply Quote 0
                    • B Offline
                      beelee @Frostion
                      last edited by

                      @Frostion
                      Cernel's xml is a few posts above. I never knew how to change unit attachments. There's a few that you can add to tech abilities, but I always would make a new unit and replace the old one. Cernel's was the first time I saw an example of unitAttachmentName I think it is, so I could just change the unitAttachment instead for most stuff. I think if I have the tech that places the new unit fire at bid phase, then maybe they'll work when the game starts. At least I think thats what prastle meant. Haven't tried it yet. Idk how that'd work after the game started though. I know there's a way to turn off certain delegates so you can skip things but I haven't quite figured that out yet.

                      Anyway I think it's all in POS2 and Veqryn did provide some nice examples of stuff. There's a few that are hard for me to grasp though. Basically I look at what others have done, yourself, Zim Zero, Rolf and others and copy it. crazy_german's posts are always informative and several others I can't think of right now.

                      So I don't think I've actually found anything new yet. Some stuff is just worded differently. I would always see the changes when a new triplea came out, but didn't know how to use them. maybe there just kinda built in to what's already there. Idk.

                      But yea I was thinking it'd be cool to have a list of "good tricks" or something like that. There's a lot of info out there it's just hard to find.

                      so far the givesMovement thing hasn't worked quite the way I'd like. I made a bomber an airfield and had it give movement to a fighter. Which works, but if it's in a TTy that already has an airfield and their movement bonus is the same it won't stack. If it's higher, then it'll override the lower bonus and work. I don't think the engine can do that though.

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                      • B Offline
                        beelee @Frostion
                        last edited by

                        @Frostion
                        So what's been working for getting the units to move when they're first placed is to have them place on the player's turn before the player who receives the units turn.

                        I was always just doing the default where they were placed on your combat move and then they wouldn't do anything. So use the same trigger just set when so it fires the player before. I'm not sure if you can have it fire at the end of there turn and still work (haven't tried it) but any time before their combat move has been working.

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

                          I designed conditions and a trigger:

                          <attachment name="triggerSpaintoPro-Axis" attachTo="Pro-Axis" javaClass="TriggerAttachment" type="player">
                          <option name="when" value="after:Pro-AlliesCombatMove"/>
                          <option name="conditions" value="conditionAttachmentalliedbattlespain:conditionAttachmentobjectiveG4cn"/>
                          <option name="removeUnits" value="Spain:all"/>
                          <option name="changeOwnership" value="Spain:any:Pro-Axis:false"/>
                          <option name="placement" value="Spain:pa_infantry" count="3"/>
                          <option name="uses" value="1"/>
                          </attachment>

                          everythings works..
                          ....except:
                          <option name="removeUnits" value="Spain:all"/>

                          all original (neutral) units there remain. What can be the reason for that?

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

                            @numetalfan so Spain is a True Neutral that changes into a Pro-Axis Neutral ?

                            If so you might need to remove the Neutral units before it changes ownership to pro-axis and then add them back as pro-axis after if needed.

                            You'd probably need separate triggers.

                            This is just a guess

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

                              @Numetalfan

                              The units do not belong to Pro-Allies. 'removeUnits' is looking into Spain and removing all Pro-Allies units.

                              Cheers...

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

                                @wc_sumpton

                                so in the placement phase it is

                                <unitPlacement unitType="infantry" territory="Spain" quantity="3"/>

                                so no owner nation.
                                but the trigger has to be attached to someone

                                the units are located in:
                                ...\units\Neutral

                                my first idea:

                                <attachment name="triggerSpaintoPro-Axis1" attachTo="Neutral" javaClass="TriggerAttachment" type="player">
                                <option name="when" value="after:Pro-AlliesCombatMove"/>
                                <option name="conditions" value="conditionAttachmentalliedbattlespain:conditionAttachmentobjectiveG4cn"/>
                                <option name="removeUnits" value="Spain:all"/>
                                <option name="uses" value="1"/>
                                </attachment>

                                does not work, maybe it's because of
                                attachTo="Neutral

                                how to solve this ?

                                B TheDogT 2 Replies Last reply Reply Quote 0
                                • B Offline
                                  beelee @Numetalfan
                                  last edited by

                                  @numetalfan so Spain has changed to "Neutral_Axis" or w/e you have in your game. So try the attachTo="Neutral_Axis"

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                                  • wc_sumptonW Offline
                                    wc_sumpton
                                    last edited by

                                    @Numetalfan

                                    I am sorry, but I don't have a simple answer. The only way I am able to remove 'Neutral' units it to have a 'Neutral' player. '<option name="players" value="Neutral"/> dose not seem to work.

                                    Again sorry. 😞

                                    Cheers...

                                    C 1 Reply Last reply Reply Quote 1
                                    • C Offline
                                      Cernel Moderators Lobby Moderators @wc_sumpton
                                      last edited by Cernel

                                      @wc_sumpton said in placement/removeUnits Question:

                                      @Numetalfan

                                      I am sorry, but I don't have a simple answer. The only way I am able to remove 'Neutral' units it to have a 'Neutral' player. '<option name="players" value="Neutral"/> dose not seem to work.

                                      Again sorry. 😞

                                      Cheers...

                                      I think @redrum already clarified that the "Neutral" player is sort of a program hack to support simple "neutral" defensive units. For anything more complex than that, I believe you are supposed to have an actual player, hiding it and pre-assigning it to "Does Nothing".

                                      1 Reply Last reply Reply Quote 2
                                      • TheDogT Online
                                        TheDog @Numetalfan
                                        last edited by

                                        @numetalfan
                                        Try using a pseudo player, I call them "none", with a

                                        <player name="none" optional="false" canBeDisabled="false" defaultType="DoesNothing" isHidden="true"/>

                                        https://forums.triplea-game.org/tags/thedog
                                        https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

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

                                          @all

                                          I will try that, thx

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

                                            @thedog

                                            now everything works!

                                            1 Reply Last reply Reply Quote 2

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