Big Al Posted August 14, 2009 Share Posted August 14, 2009 { #NAME= Italy Garrison - Homeland, Albania, North Africa #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 6 #TRIGGER= 100 #GV= 1[1,100] #LINK= 0[0] #LEVEL= 0 #LENGTH= 1 #GOAL_POSITION= 203,40 **** units start in these positions #GOAL_POSITION= 213,41 #GOAL_POSITION= 203,36 #GOAL_POSITION= 198,38 #GOAL_POSITION= 203,49 #GOAL_POSITION= 219,49 #GOAL_POSITION= 209,41 #GOAL_POSITION= 204,44 #DATE= 1939/01/01 ; 1st Line - Rome #FRIENDLY_POSITION= 203,40 ; Germany at war **** so I dont have to write 2 scripts. #VARIABLE_CONDITION= 5 [1] [100] [0] ; 1st Line - Romen not tactically threatened (dummy condition) #TACTICAL_CONDITION= 203,40 [3] ; Set dummy activate position (no units at position 0,0) #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] ; Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no ; unit can occupy tile 0,0 so event will not be cancelled due to #CONDITION_POSITION #CANCEL_POSITION= 0,0 [0,0] [1,1] [0] } I checked all my scripts for steal=2 and steal=3 but there arent any. The garrisons get replaced by Germans and the crap units moved out?!?!?! Anyone see anything I dont? 0 Quote Link to comment Share on other sites More sharing options...
Big Al Posted August 14, 2009 Author Share Posted August 14, 2009 Originally I had one script for pre #VARIABLE_CONDITION= 6 [1] [0] [0] and one script for post. #VARIABLE_CONDITION= 6 [1] [100] [0] Didnt work either. 0 Quote Link to comment Share on other sites More sharing options...
Big Al Posted August 15, 2009 Author Share Posted August 15, 2009 For fellow modders. I figured out why the Garrison script wasnt working. Apparently the AI only likes using inf corp to garrison using the script. I swapped the AT guns (garrison units in BF) for inf and it worked. Seems like AA guns work for Gar scripts though. I think what might be happening is when the AI pulls a unit for a specific need, like AT for tank defense, it overrides the script. 0 Quote Link to comment Share on other sites More sharing options...
Bill101 Posted August 15, 2009 Share Posted August 15, 2009 That's certainly true. I did spend some time yesterday checking the script and couldn't see anything wrong with it, so I'm glad that you've got it working now. 0 Quote Link to comment Share on other sites More sharing options...
Hubert Cater Posted August 21, 2009 Share Posted August 21, 2009 True, there is a priority put on the least valuable regular land unit which is the Corps, then it goes from there to Army, Tank etc. to fulfill the scripted Garrison position. It can work with an HQ, AT or AA etc., i.e. special units, but these usually have to start on the GARRISON position in question. Even then they will only stay there so long as it cannot be replaced by a regular land unit. It is a bit tricky but you'll get the hang of it after a while, Hubert 0 Quote Link to comment Share on other sites More sharing options...
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