Apparently that new point I found was a permanent point, meaning you could capture it, then its yours forever, no one else can capture it, and its a downgraded version of a regular capture point too! |
Ok, thanks, I suppose I will post whether it works or not in this reply using the wonderful powers of the Edit button. |
Thanks, I have another question, but this is a half on topic half not. In the world builder there is a territory point marked manpower capture point, can I use this to boost manpower supply in high population maps? |
I am trying to do this whole code, but where do I put it on the .scar file? If you showed it on the main tutorial I am sorry for the troubles, I must of missed it. |
With this new command, do I put it on top, or below of the Population cap command?
*Edit
Here is the bunch of coding I am using:
function OnInitID()
--Population cap override value
g_popCapOverRide = 500
for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
Player_SetPopCapOverride(player, g_popCapOverRide)
end
Cmd_CriticalHit(World_GetPlayerAt(1), EG_AMV, CRIT.VEHICLE_ABANDON, 0)
end
Scar_AddInit(OnInit)
-- [[ Markers ]]
-- [[ Squad Groups ]]
-- [[ Entity Groups ]]
EG_AMV = EGroup_CreateIfNotFound("EG_AMV")
end
Thanks for the link to this updated tutorial. |
I am having problems with the whole Abandoned vehicle situation. I used the commands and such as mentioned in the tutorial and most of the map's vehicles that are suppose to be abandoned are not. Every time I go ahead and load the map as well, it gives me a Scar error message and pauses the game, help?
*Edit
All vehicles are listed below that were used:
Sturmtiger, jagdtiger, panther, t-34/76 -2 of them, t-34/85, is-2, Zis 6 trucks-8 of them,
luchs, regular sherman, easy eight(sherman),
*Another Edit
Welp, I solved my own problem, I repeated the same vehicle twice, now it works.. Thanks for the tutorial though. |