Scar; Adding call-in units to an sgroup
7 Apr 2018, 22:49 PM
#1
Posts: 327
Simple question, so simple you can probably guess it from the title. Is there a simple way of adding call-in units to an sgroup? For example, the player starts out with units, and unlocks more units by command points. When this unit is requisitioned/created, how would you go about adding it to an existing sgroup (ex: sg_player_all)?
10 Apr 2018, 02:38 AM
#2
Posts: 756 | Subs: 8
Unfortunately, your options are somewhat limited due to Relic not fully implementing quite a few game events (such as GE_SquadCalledIn).
However, there are a couple of ways you could go about it:
First is to use a timed rule with a short interval that updates the sgroup with all of the player's current squads. This is the costly option, but probably least amount of effort.
Otherwise, you could try GE_BuildItemComplete, which would give you the blueprint of the built squad. You would probably need to store all of a player's squads in one sgroup. Then, when the event is fired, store all the player's squads at the time of the event and get the difference - that should give you the produced squad.
Either way, it's messy.
However, there are a couple of ways you could go about it:
First is to use a timed rule with a short interval that updates the sgroup with all of the player's current squads. This is the costly option, but probably least amount of effort.
Otherwise, you could try GE_BuildItemComplete, which would give you the blueprint of the built squad. You would probably need to store all of a player's squads in one sgroup. Then, when the event is fired, store all the player's squads at the time of the event and get the difference - that should give you the produced squad.
Either way, it's messy.
10 Apr 2018, 20:56 PM
#3
Posts: 327
It seems I completely forgot about the attrib side of things being quite useful.
I think I might have figured out a less costly solution for this single mission. It relies nearly completely on custom units and attribs tuned for it, thus I can make it so the custom call-in abilities trigger a script that updates the player(s) units.
Edit: Well that works quite good actually. Its good to know attribute entries can also activate map-specific scripts.
I think I might have figured out a less costly solution for this single mission. It relies nearly completely on custom units and attribs tuned for it, thus I can make it so the custom call-in abilities trigger a script that updates the player(s) units.
Edit: Well that works quite good actually. Its good to know attribute entries can also activate map-specific scripts.
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