Cantona66 Posted August 28, 2012 Share Posted August 28, 2012 One of my unit scripts in my mod 1938 Calm before.... is not firing. One decision script works fine but the matching unit script is not working, anyone that understands why? The UK units should appear in 100% Allied activated Anglo Egypt-Sudan. { #NAME= DE 342 - UK attack Libya #POPUP= UK attack Libya #IMAGE= #SOUND= #FLAG= 1 #TYPE= 1 #AI= 0 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #COUNTRY_ID= 1 #TRIGGER= 100 #DISPLAY_ORDER= 0 #DECISION= 342 #MPP_UPDOWN= 0 #MPP_TURNS= 0 #MPP_TEXT= #AI_RESPONSE= 0 #AI_RESPONSE_POPUP= UK launches Operation Compass #DATE= 1940/05/19 #TEXT_RGB= 0,0,0 #SHADOW_RGB= 194,186,186 #NATIONAL_MORALE_TRIGGER= 0 [0] ; Allies occupies #FRIENDLY_POSITION= 312,97 #VARIABLE_CONDITION= 7 [1] [100] [0] ; Dummy condition position (always satisfied) #CONDITION_POSITION= 0,4 [0,0] [0,0] [0] [0] } ; 7th Armour formed in Egypt { #NAME= 7th Armour Formed In Egypt #POPUP= 1th Armour Formed In Egypt #IMAGE= 7th.bmp #SOUND= tank_movement2.wav #FLAG= 1 #TYPE= 1 #AI= 2 #GV= 1[1,100] #LINK= 342[1] #LEVEL= 0 #COUNTRY_ID= 1 #TRIGGER= 100 #FULL_RESEARCH= 1 #DATE= 1940/05/26 #FAILSAFE_DATE= 1942/01/01 #DESTINATION_RESOURCE= 312,97 #VARIABLE_CONDITION= 1 [2] [100] [0] #CONDITION_POSITION= 0,2 [0,0] [0,0] [0] [0] #UNIT= 12 [15] [5] [7th Armour] #UNIT= 4 [15] [5] [11th Hussars] #UNIT= 0 [10] [0] [Wavell] #UNIT= 2 [15] [5] [support group] #UNIT= 7 [15] [5] [7th Armored Brig] #UNIT= 9 [15] [5] [3.Royal Horse] } Link to comment Share on other sites More sharing options...
mcaryf1 Posted August 28, 2012 Share Posted August 28, 2012 Hi Cantona66 I am only an amateur script writer but surely if you have #AI_RESPONSE= 0 Does this not mean there is zero chance of the AI saying yes to this decision? Hence your unit script will not trigger. Regards Mike Link to comment Share on other sites More sharing options...
Hubert Cater Posted August 29, 2012 Share Posted August 29, 2012 Is it the #AI= 2 in the unit script perhaps? Link to comment Share on other sites More sharing options...
Cantona66 Posted August 29, 2012 Author Share Posted August 29, 2012 Thanks mcaryf1 for the tip that was the problem, i thought the DE script had fired since when i chose advanced during the game it had dissapeared i i believed that meant the script had fired but of course it meant that it had fired and the AI had chose NO! It´s always the simple things :-) Link to comment Share on other sites More sharing options...
Cantona66 Posted August 29, 2012 Author Share Posted August 29, 2012 This will affect my mod big since when i studied all my decision scripts i found quite a few that had AI respone at zero! Link to comment Share on other sites More sharing options...
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