In script writing....Is there a distance required between units controlled by the AI and the opposing force that is required to activate the Orders:Attack Command and similar Commands?
I scripted a Fredericksburg scenario where I didn't have much map room to work so the AI forces were only (guessing here) 900-1200 yards away from the opposing forces. The Attack Command worked fine....It worked out
really nice using the sunrise weather commands....
I then scripted a Missionary Ridge scenario where I had a great deal of map room to work with and again guessing here the opposing forces were now 2000-2500 and perhaps further away from the opposing forces and the units did nothing?
Just wondering....
thanks
Scenario Design - General Questions
- RebBugler
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Re: Scenario Design - General Questions
LOS, but not distance affects orders, I'm pretty sure.In script writing....Is there a distance required between units controlled by the AI and the opposing force that is required to activate the Orders:Attack Command and similar Commands?
I scripted a Fredericksburg scenario where I didn't have much map room to work so the AI forces were only (guessing here) 900-1200 yards away from the opposing forces. The Attack Command worked fine....It worked out
really nice using the sunrise weather commands....
I then scripted a Missionary Ridge scenario where I had a great deal of map room to work with and again guessing here the opposing forces were now 2000-2500 and perhaps further away from the opposing forces and the units did nothing?
Just wondering....
thanks
In your example it is distance though, because the enemy is not visible due to the LOS range.
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Re: Scenario Design - General Questions
Thanks RebBugler....LOS makes sense. In my Fredericksburg Scenario, several AI Corps were out of the LOS, not much but out of the LOS.....but still managed to move forward even with the attack command. I just changed the script to amoveto which resolved that issue.
Re: Scenario Design - General Questions
evtarrived and evtiarrived?
I'm confused between the instuctions. This is what I want to do. Using a Time command, I script Longstreet, McLaws, Pickett, and Hood to move to specific map locations using "roadmarch". When these units reach their map locations (each having their own XZ Coordinates) I want each Division to Aform: DRIL_Lv14.... Command or similar.
Looks like there are two script lines needed (is this correct) but which command?
evtarrived
evtcont
or
evtiarrived
evtcont
thanks....
I'm confused between the instuctions. This is what I want to do. Using a Time command, I script Longstreet, McLaws, Pickett, and Hood to move to specific map locations using "roadmarch". When these units reach their map locations (each having their own XZ Coordinates) I want each Division to Aform: DRIL_Lv14.... Command or similar.
Looks like there are two script lines needed (is this correct) but which command?
evtarrived
evtcont
or
evtiarrived
evtcont
thanks....
- RebBugler
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Re: Scenario Design - General Questions
evtarrived - execution of commands after all units under the officer arrive at the (formation) destination coordinates
evtiarrived - execution of commands after an officer or a regiment arrives at the destination coordinates
evtiarrived - execution of commands after an officer or a regiment arrives at the destination coordinates
Last edited by RebBugler on Mon Mar 13, 2017 2:01 am, edited 1 time in total.
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Re: Scenario Design - General Questions
Thanks RebBugler....I saw the definition in the documents but didn't understand. Would you agree that using evtiarrived would give any regiments a better chance of getting into requested formation before being attacked? Or maybe another way of asking is where would you use each command?
the reb...
the reb...
- RebBugler
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Re: Scenario Design - General Questions
Evtarrived is less reliable because if one unit gets delayed or engaged before reaching the formation destination it won't execute.
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