Jump to content

New Scripts


Recommended Posts

These scripts will announce the Defeat of Japan and dropping of Atomic Bomb when added to the Popup Script:

{

#NAME= Atomic Bomb and Japanese Surrender

#POPUP= USA Drops the Atomic Bomb on Japan, Japan Surrenders

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 3

#TRIGGER= 100

#DATE= 1945/09/15

}

{

#NAME= US Threatens the Axis with the Atomic Bomb

#POPUP= USA Threatens the Axis with the Atomic Bomb

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 3

#TRIGGER= 100

#DATE= 1945/12/01

}

The following scripts added to the Unit Script will transfer British and US forces to Europe following the surrender of Japan:

{

#NAME= UK Transfers Pacific Forces To Egypt

#POPUP= UK Transfers Pacific Reserves To Eygpt

#FLAG= 1

#TYPE= 1

#COUNTRY_ID= 1

#TRIGGER= 50

#DESTINATION_RESOURCE= 112,35

#DATE= 1945/10/01

#CONDITION_POSITION= 0,0 [0,0] [0,0] [0]

#UNIT= 0 [10] [5] []

#UNIT= 1 [10] [5]

#UNIT= 1 [10] [5] [iI]

#UNIT= 2 [10] [5] [1st]

#UNIT= 6 [10] [5] []

}

{

#NAME= UK Transfers Pacific Fleet To Egypt

#POPUP= UK Transfers Pacific Fleet To Eygpt

#FLAG= 1

#TYPE= 1

#COUNTRY_ID= 1

#TRIGGER= 50

#DESTINATION_RESOURCE= 113,34

#DATE= 1945/10/01

#CONDITION_POSITION= 0,0 [0,0] [0,0] [0]

#UNIT= 9 [10] [5] []

#UNIT= 10 [10] [5] []

}

{

#NAME= US Transfers Pacific Forces To USA

#POPUP= US Transfers Pacific Reserves To USA

#FLAG= 1

#TYPE= 1

#COUNTRY_ID= 3

#TRIGGER= 50

#DESTINATION_RESOURCE= 5,22

#DATE= 1945/10/01

#CONDITION_POSITION= 0,0 [0,0] [0,0] [0]

#UNIT= 0 [10] [5] [MacArthur]

#UNIT= 1 [10] [5] [1st Marine]

#UNIT= 1 [10] [5] [2nd Marine]

#UNIT= 2 [10] [5] [big Red One]

}

{

#NAME= US Transfers Pacific Fleet To USA

#POPUP= US Transfers Pacific Fleet To USA

#FLAG= 1

#TYPE= 1

#COUNTRY_ID= 3

#TRIGGER= 50

#DESTINATION_RESOURCE= 3,25

#DESTINATION_RESOURCE= 6,23

#DATE= 1945/10/01

#CONDITION_POSITION= 0,0 [0,0] [0,0] [0]

#UNIT= 9 [10] [5] [Oregon]

#UNIT= 10 [10] [5] [California]

#UNIT= 10 [10] [5] [Arizona]

#UNIT= 11 [10] [5] [saratoga]

}

News scripts to allow Polish,Greek and Dutch Free Units (If using my scenario of a separated Netherlands and Belgium, otherwise ignore the Dutch script)

{

#NAME= Free Polish Units

#POPUP= Free Polish Units Fight On

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 33

#TRANSFER_ID= 1

#TRIGGER= 100

#LAND_PERCENTAGE= 10

#NAVAL_PERCENTAGE= 20

}

{

#NAME= Free Dutch Units

#POPUP= Free Dutch Units Fight On

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 31

#TRANSFER_ID= 1

#TRIGGER= 100

#LAND_PERCENTAGE= 10

#NAVAL_PERCENTAGE= 25

}

{

#NAME= Free Greek Units

#POPUP= Free Greek Units Fight On

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 20

#TRANSFER_ID= 1

#TRIGGER= 100

#LAND_PERCENTAGE= 25

#NAVAL_PERCENTAGE= 25

}

This script will transfer the UK East Africa corps to Cairo upon defeat of Italy in Abyssinia:

; East Africa Corps Arrives in Egypt

{

#NAME= UK East Africa Corps Transferred to Egypt

#POPUP= Italy Surrenders in East Africa, UK East Africa Corps Transferred to Egypt

#FLAG= 1

#TYPE= 0

#COUNTRY_ID= 1

#TRIGGER= 50

#DATE=1940/04/01

#DESTINATION_RESOURCE= 112,35

#CONDITION_POSITION= 0,0 [0,0] [0,0] [0]

#UNIT= 1 [10] [0] [East Africa Corps]

}

These are the Naval Loop scripts for Murmansk-North Atlantic, Persian Gulf-Suez and Persian Gulf-South Atlantic. The appropriate arrows need to be added to the map.

{

#NAME= Murmansk to North Atlantic (USSR)

#POPUP= Naval Unit(s) Proceed To North Atlantic

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 4

#TRIGGER= 100

#DELAY= 2

#FAILED_DELAY= 3

#START_POSITION= 107,0

#START_POSITION= 108,0

#START_POSITION= 109,0

#START_POSITION= 110,0

#FINISH_POSITION= 77,0

#FINISH_POSITION= 79,0

#FINISH_POSITION= 81,0

#FINISH_POSITION= 83,0

}

{

#NAME= North Atlantic to Murmansk (USSR)

#POPUP= Naval Unit(s) Proceed To Murmansk

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 4

#TRIGGER= 100

#DELAY= 2

#FAILED_DELAY= 3

#START_POSITION= 77,0

#START_POSITION= 79,0

#START_POSITION= 81,0

#START_POSITION= 83,0

#FINISH_POSITION= 107,0

#FINISH_POSITION= 108,0

#FINISH_POSITION= 109,0

#FINISH_POSITION= 110,0

}

{

#NAME= Murmansk to North Atlantic (UK)

#POPUP= Naval Unit(s) Proceed To North Atlantic

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 1

#TRIGGER= 100

#DELAY= 2

#FAILED_DELAY= 3

#START_POSITION= 107,0

#START_POSITION= 108,0

#START_POSITION= 109,0

#START_POSITION= 110,0

#FINISH_POSITION= 77,0

#FINISH_POSITION= 79,0

#FINISH_POSITION= 81,0

#FINISH_POSITION= 83,0

}

{

#NAME= North Atlantic to Murmansk (UK)

#POPUP= Naval Unit(s) Proceed To Murmansk

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 1

#TRIGGER= 100

#DELAY= 2

#FAILED_DELAY= 3

#START_POSITION= 77,0

#START_POSITION= 79,0

#START_POSITION= 81,0

#START_POSITION= 83,0

#FINISH_POSITION= 107,0

#FINISH_POSITION= 108,0

#FINISH_POSITION= 109,0

#FINISH_POSITION= 110,0

}

{

#NAME= Persian Gulf to Suez (UK)

#POPUP= Naval Unit(s) Proceed Around Arabia To Suez

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 1

#TRIGGER= 100

#DELAY= 1

#FAILED_DELAY= 2

#START_POSITION= 138,36

#FINISH_POSITION= 118,37

}

{

#NAME= Suez to Persian Gulf (UK)

#POPUP= Naval Unit(s) Proceed Around Arabia To Persian Gulf

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 1

#TRIGGER= 100

#DELAY= 2

#FAILED_DELAY= 3

#START_POSITION= 118,37

#FINISH_POSITION= 138,36

}

{

#NAME= Persian Gulf to South Atlantic (UK)

#POPUP= Naval Unit(s) Proceed Around Cape of Good Hope To North Atlantic

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 1

#TRIGGER= 100

#DELAY= 2

#FAILED_DELAY= 3

#START_POSITION= 139,35

#START_POSITION= 139,36

#FINISH_POSITION= 32,35

#FINISH_POSITION= 33,35

}

{

#NAME= South Atlantic to Persian Gulf (UK)

#POPUP= Naval Unit(s) Proceed Around Cape of Good Hope To Persian Gulf

#FLAG= 1

#TYPE= 2

#COUNTRY_ID= 1

#TRIGGER= 100

#DELAY= 2

#FAILED_DELAY= 3

#START_POSITION= 32,35

#START_POSITION= 33,35

#FINISH_POSITION= 139,35

#FINISH_POSITION= 139,36

}

Link to comment
Share on other sites

I think I misinformed you on the first reply to this question in the regular SC2 forum.

Essentially the following line will always be TRUE:

#CONDITION_POSITION= 0,0 [0,0] [0,0] [0]

This is a good way to set a unit event to happen right away. Alternatively you need to use a #CONDITION_POSITION that is always FALSE such as:

#CONDITION_POSITION= 0,0 [0,0] [1,1] [0]

This is just saying "Do I have at least 1 unit at tile 0,0?" This is impossible so it is always FALSE and therefore your script should rely solely on the failsafe #DATE.

This brings up another point that I may have a mistake in some of the scripts such as the UNIT script for Market-Garden so I'll have to double check, but the above conditions should give you what you are after.

Link to comment
Share on other sites

Note, if you take a look at the UNIT script for the European Theatre campaigns you'll see where I use the TRUE condition, i.e. #CONDITION_POSITION= 0,0 [0,0] [0,0] [0], for creating Tunisian, Vichy France units automatically once they enter the war but I believe I should have used the FALSE condition for the Market-Garden UNIT script as I only want these to occur on the failsafe date similar to what you are after above.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...