Great. Sorry I didn't remember better with my first answer. |
Try "create new table of contents" instead of "new folder". |
For the squad's sbps, make a squad_requirement_ext-->requirement_table-->required_squad, and set -
reason: right click and select 'usage'
max_squad_cap: enter your limit
squad_name: right click and select the squad
(Hopefully that's right... I'm looking at the generated XML because I can't start my attribute editor right now.) |
IIRC, you can right-click on one of the other folders and it will let you create any that do not exist. (I can't remember exactly what I did... seems like it took me a couple of tries to get it set up right.) |
Since cover is directional, does the game engine try to place troops *beside* it rather than *within* it?
Troops want to stand around my foxholes rather than get in them, and the above is the only explanation I can think of.
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- What is upgrade\max_vet for? You can view it in the attribute editor, but it doesn't seem to do anything.
- What do the function calls such as XP1_Vet_Level3 do?
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Are you trying to let the Germans build the Soviet Tank Depot? The Soviets will never have either of those buildings.
If you are trying to let the Germans build it, possibly the second structure should be the axis_bunker_starting_position_mp rather than bunker_mp.
If all else fails, try removing one requirement and then the other, to see whether one or both is preventing the construction. |
Win condition files and tuning packs both allow substituting starting buildings/units for factions (the latter with an ugly hack), but I don't know of a way for doing it only for human players.
However, your win condition's script can do it by iterating over the players to detect which are humans, and for those it can use conditionals to detect which factions they are, then just delete the default starting unit for that faction and spawn the new one(s) you want them to have.
Buildings may be more challenging. For base bunkers you can probably use the script to collect all the entities of the relevant type, iterate over that list, and for each one find the location and orientation, destroy it, and spawn what you want using the same location and orientation.
But I don't think that would work for the HQ building. |
I finally figured out a way to have infantry dig passable foxholes. If you are interested, use my German Metafaction mod, build a squad of Grenadiers or Volksgrenadiers, and try it out.
I describe them as 'experimental' because there are still some kinks that need to be worked out. See the change log for December 28/29 for details. |
No, that means something blew up and the script didn't finish executing.
When that happens, open the console and scroll until you find the error message. It will give a line number and a message that may or may not be helpful understanding what it didn't like. (It may also give line numbers in the function you called, or another internal function that was called indirectly, but the line number in your own file is the best clue.)
It helps to use an editor that shows line numbers, or will let you jump to a specific line number.
Note that when you got the message it was just paused, and pressing pause again will let the game contine, though the script didn't finish executing. I often pause a game as soon as it starts so I can look at my map, and thus inadvertantly un-pause a script error when I press the key. So I usually put something visible at the very end of the script, such as changing the population cap or creating a unit, and then I have direct visible evidence as to whether the script finished. |