joeroma Posted July 30, 2008 Share Posted July 30, 2008 Hello to all I was wondering if anyone knew tell me if, the editor of mission, add endless infantry. I saw that there is a maximum number of infantry that can be inserted into a scenario. Hello Link to comment Share on other sites More sharing options...
SlapHappy Posted August 15, 2008 Share Posted August 15, 2008 The game engine supports ~200 combatants at any one time (soldiers or vehicles) as long as the on-screen functioning (non-destroyed or killed) combatants hovers at a maximum of those numbers, it is technically possible to spawn an unlimited number of additional troops through scripting. Link to comment Share on other sites More sharing options...
Gnasher Posted August 15, 2008 Share Posted August 15, 2008 It theoretically possible but I've only on a few occasions managed to successfully process more than 500 units through a mission. I've found that even though groups are set sleep=true the game will crash loading the mission with annoying regularlity. Link to comment Share on other sites More sharing options...
joeroma Posted September 3, 2008 Author Share Posted September 3, 2008 Ok.What is the procedure to insert an unlimited number of units'?. What is scripting and how can I change it? Thank you Link to comment Share on other sites More sharing options...
joeroma Posted November 12, 2008 Author Share Posted November 12, 2008 no one can help me? anybody I can respond, thanks Link to comment Share on other sites More sharing options...
Gnasher Posted November 13, 2008 Share Posted November 13, 2008 As I said before you can set up lots of groups set to sleep & when forces are reduced to within the limitations of the game wake them up with a ReinforcementLand command using code something like this (which is for tank reinfs) :- label 3 Delay ( 60000 ) SetWorkArmy ( Army , 1 ) Set @Uk_Tanks1 = GetNUnits ( ARMY , 1 , TANKS , NOT_EMPTY , OK_WEAPON , OK_ENGINE ) if ( @Uk_Tanks1 < 5 ) Then ReinforcementLand ( Group , "Group_Churchills" ) Delay ( 1000 ) SendMessage ( "Churchills" , 10000 ) delay ( 5000 ) RunTrigger ( "Reinforcement1" ) destroytrigger ( "Reinforcement" ) ENDIF goto 3 Halt This goes on ad naseum, you need to set up alot of groups & units, I don't think that you can reuse groups although I haven't tested this. However I've found that the game often fails to load & have not managed > 500 units on more than a few occasions. All that said I'm not the best coder so there may be a better way that doesn't cause the game to crash on initial mission load. Link to comment Share on other sites More sharing options...
joeroma Posted November 13, 2008 Author Share Posted November 13, 2008 gnasher thanks Link to comment Share on other sites More sharing options...
Gnasher Posted November 13, 2008 Share Posted November 13, 2008 Glad to, let us all know if you have any success Link to comment Share on other sites More sharing options...
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