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. |
If you look at the image you found, what you are trying to change is in the "army" properties. You can open it under the categories tab. From there you can change starting units depending on game-mode and whatnot. Be careful when doing this for Soviets and Wehrmacht, as all their units have variants for single-player/the old, 2013 version of COH2. |
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)? |
It depends where the garrison markers are placed. If the model could be decompiled, we could see where they are. It is possible a support weapon marker is placed in a somewhat more aesthetically sound spot, you would have to test it to see. |
Well, looking at that Sherman, it seems to be in a wreck state/incompatible skin. You could try specifying a skin for it, or setting something similar to wreck_state to false/healthy. |
Well it seems the one that doesn't have the decal is a wreck. Otherwise, it must be the trash tank.
Only tanks from existing factions have decals, and I would recommend to always use a abp when available. |
The idea was to "hold the line" (name of the mode) against an endless onslaught of infantry. As the remaining tickets diminish, the AI gets more and more buffs. Approaching 0 tickets they should be virtually immune to suppression. I may take you up on that offer as I inevitably run into more bumps. I have been experiencing many head scratching "gotcha" moments.
I think you should stick with this idea. Wave scenarios, while easier to make and hard to break, are somewhat overdone. Some new ideas would always be welcome. |
You can think of a squad group as a table that does not do anything by itself.
If you want to update that table with newly spawned squads, you would have to call the function again, or add them manually. The main squad-spawning function has a nice little thing built-in that automatically adds the squad(s) to the specified group(s). If you are making a defense mode (im going to assume its wave-based), then you probably dont need to use the function (Player_GetSquads) at all.
As for the modifiers, im pretty sure it depends on what math you use, but most of the time it is a set/exclusive modifier.
Feel free to msg me for some more advice/details. |
There are some tutorials online. You might be able to use google to find them.
Here is a video by a really great modder on how to set it up |
Well, not quite. You could use a kicker action, a delay action, or possibly even a effect to communicate how much time is left till' decap. |