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I'd like to remove the retreat option for grenadiers in SCAR, any idea how this is possible? Couldn't find anything in Relic missions or in ScarDoc.
Posts: 1006
Posts: 165 | Subs: 2
Posts: 1006
So if you're willing to make a tuning pack for this then that'd be the best course of action.
Posts: 318
player1 = World_GetPlayerAt(1)
Cmd_Upgrade(player1, BP_GetUpgradeBlueprint("order227"), 1, true)
Posts: 1006
there is an upgrade used in the tow mission "no retreat, no surrender" and will disable the ability to retreat for all units under the "upgraded" players command.
Use in "Mission_Start()"
player1 = World_GetPlayerAt(1)
Cmd_Upgrade(player1, BP_GetUpgradeBlueprint("order227"), 1, true)
Posts: 318
player1 = World_GetPlayerAt(1)
Player_RemoveUpgrade(player1, BP_GetUpgradeBlueprint("order227"))
Posts: 1006
Posts: 756 | Subs: 8
function Modify_Enable_PlayerIssueRetreat(playerid, value)
if value == true then
value = 1
elseif value == false then
value = 0
end
-- create the appropriate modifier
local modifier = Modifier_Create(MAT_Player, "modifiers\\enable_player_issue_retreat.lua", MUT_Enable, false, value, "")
Modifier_ApplyToPlayer( modifier, playerid )
end
Modify_Enable_PlayerIssueRetreat(player1, true)
Posts: 1006
function Modify_Enable_PlayerIssueRetreat(playerid, value)
if value == true then
value = 1
elseif value == false then
value = 0
end
-- create the appropriate modifier
local modifier = Modifier_Create(MAT_Player, "modifiers\\enable_player_issue_retreat.lua", MUT_Enable, false, value, "")
Modifier_ApplyToPlayer( modifier, playerid )
end
Example of use:
Modify_Enable_PlayerIssueRetreat(player1, true)
SCAR ERROR Callstack:
C [C] Ln -1 (Modifier_Create)
Lua test.scar"] Ln 337 (Modify_Enable_PlayerIssueRetreat)
Lua test.scar"] Ln 47 (OnInit)
GameObj:
nFatalScarError: [Invalid parameter 5 (type expected=float, received=nil) in function Modifier_Create
Lua test.scar"] Ln 337 (Modify_Enable_PlayerIssueRetreat)
Lua test.scar"] Ln 47 (OnInit)
]
function Modify_Enable_PlayerIssueRetreat(playerid, value)
if value == true then
value = 1
elseif value == false then
value = 0
end
-- Create the appropriate modifier
local modifier = Modifier_Create(MAT_Player, "modifiers\\enable_player_issue_retreat.lua", MUT_Enable, false, value, "")
Modifier_ApplyToPlayer(modifier, playerid)
end
function BaseBuild()
Modify_Enable_PlayerIssueRetreat(player1, true)
Camera_MoveTo(mkr_camerabase, true, SLOW_CAMERA_PANNING, true, true);
Game_FadeToBlack(FADE_OUT, 0)
EGroup_DeSpawn(firstbase);
Rule_AddOneShot(OBJ_Farm_Mission, 2);
Rule_AddOneShot(CP_Meter, 1)
Rule_AddOneShot(BaseStart, 1)
Rule_AddOneShot(NoRetreat, 1)
function NoRetreat()
Modify_Enable_PlayerIssueRetreat(player1, false)
end
Posts: 756 | Subs: 8
Posts: 1006
Posts: 756 | Subs: 8
-- Function call
Restriction();
InitializeObjectives();
Villageattack(); -- Call villageattack function
Modify_Enable_PlayerIssueRetreat();
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