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Help with Atomic Bomb Scripts


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I have decided to take a crack at having the atomic bomb incorporated into the game by use of a series of event scripts added to the popup script:

{

#NAME= US Demonstrates the Atomic Bomb in North Africa

#POPUP= US Demonstrates the Atomic Bomb in North Africa

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 3

#TRIGGER= 100

#DATE= 1946/01/01

}

{

#NAME= US Drops Atomic Bomb 0n Hamburg

#POPUP= US Drops an Atomic Bomb on Hamburg

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 3

#TRIGGER= 100

#DATE= 1946/03/01

}

{

#NAME= US Drops Atomic Bomb On Kiel

#POPUP= US Drops an Atomic Bomb on Kiel

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 3

#TRIGGER= 100

#DATE= 1946/06/01

}

{

#NAME= US Drops Atomic Bomb on Munich

#POPUP= US Drops an Atomic Bomb on Munich

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 3

#TRIGGER= 100

#DATE= 1946/09/01

}

{

#NAME= Hitler Demands an Atomic Bomb

#POPUP= Hitler Demands an Atomic Bomb from his Scientists

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 5

#TRIGGER= 100

#DATE= 1945/11/01

}

{

#NAME= Germany Tests the Atomic Bomb

#POPUP= Germany Succesfully Tests an Atomic Bomb, Allies Agree to a Ceasfire

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 5

#TRIGGER= 100

#DATE= 1947/01/01

}

{

#NAME= US Threatens Berlin with the Atomic Bomb

#POPUP= US Threatens Berlin with the Atomic Bomb

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 3

#TRIGGER= 100

#DATE= 1946/12/01

}

These will all pop up accordingly but I need help designing scripts as follows to interact with the above:

1. A script to reduce Germany's MPPs by 50% from the date that Hitler Demands the Bomb script takes effect. (Cost of transferring resources to the program)

2. A script that will change the contents of a map tile when each of the US Drops the Bomb scripts takes effect.

3. A script giving a chance for an outright Italian, Romanian, Bulgarian or Hungarian surrender once US demonstrates the bomb.

Anyone help?

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You could write a script to damage a resesource each and every turn, but I don't know how to link the occurance of one script to another script, except by moving a unit to a tile with a garrison script and linking the triggering of another script to that tile being occupied.

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A supply event could simulate nuclear attack.

I question the fascination with the atomic bomb option. I've watched HOI morph into races for atomic technology, as if the military strategy options of WWII were mere sideshow. Why? Because players can in that game. If you take the atomic bomb off the table, as Hubert has done with SC1&2, then players need to focus on the military campaigns. I recommend players do so.

;)

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Its unrealistic then. By adding these scripts I have given Germany until January 1, 1947 to win the game with reduced MPPs and damaged resources after the US gets the bomb. If they can survive until then, the game will end with a ceasefire (everyone has the bomb) and a winner determined.

These are the supply scripts to add:

; USA Drops Atomic Bomb on Hamburg

{

#NAME= USA Drops Atomic Bomb on Hamburg

#POPUP= USA Drops Atomic Bomb on Hamburg, Hamburg Destroyed

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 3

#TRIGGER= 100

#SEASON_FLAG= 0

#DATE= 1946/03/01

#SOURCE_POSITION= 64,15 [8]

#DESTINATION_RESOURCE= 78,15 [10,10]

}

; USA Drops Atomic Bomb on Kiel

{

#NAME= USA Drops Atomic Bomb on Kiel

#POPUP= USA drops Atomic Bomb on Kiel, Kiel Destroyed

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 3

#TRIGGER= 100

#SEASON_FLAG= 0

#DATE= 1946/06/01

#SOURCE_POSITION= 64,15 [8]

#DESTINATION_RESOURCE= 79,13 [10,10]

}

; USA Drops Atomic Bomb on Munich

{

#NAME= USA Drops Atomic Bomb on Munich

#POPUP= USA Drops Atomic Bomb on Munich, Munich Destroyed

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 3

#TRIGGER= 100

#SEASON_FLAG= 0

#DATE= 1946/09/01

#SOURCE_POSITION= 64,15 [8]

#DESTINATION_RESOURCE= 81,18 [10,10]

}

I would still like to somehow damage any units in those tiles at those times.

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