April 23, 2002, 12:39
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#1
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Prince
Local Time: 17:27
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Chicago, IL
Posts: 669
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Help!
I am trying to get the moveunit command to work correctly in my 2194 Days Of War Gigamap scenario. I want to get the planes northwest of pearl harbor to attack, but no matter how close i move them, and even though I have the event, they won't attack. They keep attacking Midway to the west and Wake to the west. Can someone please help me out here??
Pap
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April 23, 2002, 12:42
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#2
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Prince
Local Time: 17:27
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Chicago, IL
Posts: 669
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Here is what the situation looks like...
Where the Val Bomber is, there is 5 Val Bombers...
To the square SW, with the cruiser, there is 5 more Val Bombers...
To the square to the NE, with the cruiser, there is 5 Zero Fighters...
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April 23, 2002, 12:43
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#3
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Prince
Local Time: 17:27
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Chicago, IL
Posts: 669
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The event...
@IF
TURN
turn=1
@THEN
MOVEUNIT
unit=AnyUnit
owner=Japanese
maprect
262,90,262,90,262,90,262,90
moveto
263,97
numbertomove=ALL
@ENDIF
@IF
TURN
turn=1
@THEN
MOVEUNIT
unit=AnyUnit
owner=Japanese
maprect
261,91,261,91,261,91,261,91
moveto
263,97
numbertomove=ALL
@ENDIF
@IF
TURN
turn=1
@THEN
MOVEUNIT
unit=AnyUnit
owner=Japanese
maprect
263,89,263,89,263,89,263,89
moveto
263,97
numbertomove=ALL
@ENDIF
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April 23, 2002, 19:57
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#4
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Emperor
Local Time: 17:27
Local Date: October 31, 2010
Join Date: Apr 1999
Location: of the frozen North.
Posts: 4,197
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What's in Pearl?
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April 24, 2002, 07:30
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#5
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Prince
Local Time: 19:27
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Minas Morgul
Posts: 421
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Maybe you could use up some of their movement so that they could reach Pearl but not Midway. Then maybe you could drop the Moveunit event too.
__________________
"Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
--
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April 24, 2002, 09:54
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#6
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Warlord
Local Time: 00:27
Local Date: November 1, 2010
Join Date: Jan 2001
Location: Hannover, Germany
Posts: 227
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From macro.txt (ToT)
MoveUnit
unit=name of a type of unit
owner= civilization name
[Map=] number of a map
maprect x1,y1,x2,y2,x3,y3,x4,y4
moveto x,y
numbertomove= number or [All]
MoveUnit:
This scans a specified rectangular region of the map (maprect), then orders a specified number of the owner's units of the given type in that region to move to a certain location. The program only activates units that are (1) not fortified, (2) not on sentry duty, (3) not already headed for a destination, (4) not building fortifications, and (5) not nuclear weapons. MoveUnit does not affect units owned by human players. MOVEUNIT must not be used in the same event as the DelayPerFlag modifier.
The optional Map parameter allows you to specify which of the possible maps (the number available depends on how many are included in the particular scenario) the maprect and moveto locations refer to. Each action of this type affects only one map; the default is map 0.
The maprect coordinates define the corners of the rectangular region. They must (1) be on the line immediately following the word maprect, (2) be separated by commas, and (3) be listed in the following specific order to be valid. (They also must be valid map coordinates.) The first coordinate must be the upper left corner; next comes the upper right, then lower right, and finally lower left. Thus:
1--2
4--3
From this description it seems your event is right, maybe the description is not correct. (airunits also dont get activated -its possible that the moveto coordinates are out of range of the air unit and the units would crash than- to prevent such an possible event all air units ignore this command)
Try unit=val instead anyunit
or change trigger
If turn
turn=-1 (every turn)
combined with justonce modifier
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