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russian armor

Custom Map Script: Blocking Units

30 Apr 2014, 06:06 AM
#2
avatar of AmiPolizeiFunk
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Patrion 15

Posts: 16697 | Subs: 12

Can you block the Elite Troops commander from all automatch games, pls? :jk:

Nice guide. Love the highlight image!

30 Apr 2014, 09:06 AM
#3
avatar of Janne252
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Posts: 3421 | Subs: 11

This was not supposed to be visible until I've updated the script with Sherman and Puma. I guess it's fine anyway.

Edit: Updated with Puma and Sherman.
30 Jan 2015, 20:35 PM
#4
avatar of lemmy1686

Posts: 9

Nice Script, I have integrated it into a game mode I am building for my tuning pack. It blocks the vehicles, except for the Custom Units in my Tuning Pack. I know I need to add them in but every time I have tried it just screw up the script. I have added them to the lists and tables just like you have the vanilla squads and abilities, (except for giving them unique names, I tried doing them like the T34_85's you have in there. ) but I'm missing something.

I was also wondering if you had an updated copy with the OKW and AFE units included. It would save me a world of typing.

30 Jan 2015, 20:46 PM
#5
avatar of Janne252
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Posts: 3421 | Subs: 11

I don't have lists for WFA factions. Also, the way this script works doesn't really support tuning pack items and if it would, you would still need some extra code to make sure you are not trying to get a squad blueprint of a squad that doesn't even exist (someone using your wincondition with other mods).

For custom units, always remember to add your mod's GUID and : in front of the blueprint name, e.g.

Code

"6164c7152d43474498653333f42d51a1:uberpioneer_squad_mp"
30 Jan 2015, 22:34 PM
#6
avatar of lemmy1686

Posts: 9

Thanks, I will make game mode require the tuning pack. As a vanilla game mode your script does a pretty good job at making a Infantry only mode. At least for the Germans and Soviets. I'm going to play around with it an see what I come up with.
Here is what is going on. In the tuning pack I have cloned all the commander units. This is so you can unlock them with tech, but still have the ability for commanders to call them in without the tech. Plus I have the 4 Hero units, 1 for each factions.

Here is what i have entered in each table in the script for the KV-1 from the Tuning pack.

List of available units
_kv_1_3_squad = (squad = "60184aa041214b40a01f528d81870ff2:kv-1_3_mp", isvehicle = true)

List of units in a table
_kv_1_3_squad,

-- Block all vehicles by default, true/false
_disable_vehicles = true

Do i need to add anything to the helper functions?


31 Jan 2015, 19:43 PM
#7
avatar of Janne252
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Patrion 15

Posts: 3421 | Subs: 11

Yea, make sure to replace the parenthesis with curly brackets

Code
_kv_1_3_squad = (squad = "60184aa041214b40a01f528d81870ff2:kv-1_3_mp", isvehicle = true)

=>
Code

_kv_1_3_squad = {squad = "60184aa041214b40a01f528d81870ff2:kv-1_3_mp", isvehicle = true}
1 Feb 2015, 02:56 AM
#8
avatar of lemmy1686

Posts: 9

Aw damn, you know it's nice having my TV hooked up to my computer, but typing from the other side of the room does lend itself to mistakes. Thanks
1 Feb 2015, 03:01 AM
#9
avatar of lemmy1686

Posts: 9

It works, your the man.
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