Hi, i have a unit with a kill_action under the combat_ext. This action has a couple of requirement actions in it, because i want it to do different things, depending on the type of enemy unit killed. Now this would be easy to do if the check was for my OWN units, but i don't know how filter through enemy units.
Each of the mentioned requirement actions has a unit_type check, to see if the killed unit is infantry or vehicle...but i think that just makes it check what type of unit MY unit is.
So, how do i check for enemy unit type killed? |
Well after much trying, i just couldn't get it to work...but then i remembered that THE OSTHEER BUNKER CHANGES PORTRAIT BASED ON ITS UPGRADES! I've looked at said upgrades, copy pasting and trying to emulate what they do, but with no success.
Has anyone else looked at what makes it work for the bunker? |
Thanks for the replies. About the suggestion to depend on one entity being alive, i'd rather do without that dependency and just have it work consistently, as i've set caster to all entities now. What could go wrong with 10 AT grenades being fired at once |
Oh right, forgot about that one.
Well i tried applying it to a crew squad, first where i used disable, then multiply_add (with a negative value) and at last multiplication (with 0 as value), but none of them made a difference :-(
Do you know this to work for a fact, or am i missing something? |
When you say remove veterancy from crew, i assume you mean deleting the vet levels from the veterancy_ext, because i've already looked into substracting vet from a unit, which isn't possible.
With that said, i already tried removing each vet level from the vet extension. The result however is merely that the crew won't get any vet levels, but they will still get actual experience, which is then transferred to the vehicle.
I also already tried deleting the entire veterancy_ext, but this completely disabled veterancy for any vehicle with that squad as crew.
The dynamic solution you're suggesting, the only modifier that affects vet is the entity_veterancy_experience_modifier. I used to think that it simply had the same function (but more advanced) as the veterancy_action, however i read in another thread that it supposedly affects how much xp is granted by killing the entity in question. This would make sense, seeing as the modifier is also used in each level of vet in the vanilla files of units (where the modifier would be a 0.2 multiply_add, so as to increase the xp value of veteran units). |
I already tried that, though i forgot to mention it. I even tried with both a change target action inside and outside the requirement simultaneously...still didn't work :/ |
Hey guys, so regarding vehicles that get veterancy, what normally happens is that the crew gains the actual veterancy, which the vehicle entity then borrows from its current crew. What i'm trying to do however, is to only give the vehicle entity veterancy, without the crew getting it.
I've experimented like mad to get this to work, and so far i've only discovered one way to do it. That way is to just do a veterancy action on the entity, whether it be in the action_apply list, the upgrade_apply or even the apply_to_driver_action in the recrewable_ext (as long as you change target to self).
Problem is, as soon as i try to insert a step between the veterancy action and the entity, like making it happen through an upgrade, or having a requirement for the veterancy action to happen, then the veterancy will once again be applied to the squad.
This seems like a really weird restriction, so i'm wondering if i'm missing anything, or if you guys know how i can do the entity veterancy with a requirement or something? |
bump :-) |
The ability i'm testing with is already set to squad caster, and the ability is linked to a squad rather than individual entities. Where can i find that max amount you mention? |
So when a squad is ordered to fire an ability (e.g. a grenade), it is either one guy or all of them that fire that ability (regular grenade vs. assault grenades). And sure enough, that's what your options are under the squad_caster selection: one entity, all entities or squad, though it doesn't seem like squad does anything.
Anyway, what do i do if i want two entities to fire the given ability? I tried just copy pasting the given use_accessory_weapon action, but that doesn't work. I also tried pasting it under end_target in the action list, but that just makes the same entity try to do it again. What i want is for two different entities to fire the same ability, at the same time from the start.
Does anyone know how to accomplish this? |