In event_commands.txt i found the following typos and lacks:
typos:
1@@@@@@@@@@@@
type = free_rare_materials
2@@@@@@@@@@@@
in
if for [unit value] someone type "ground_defense" it doesn't work. "defensiveness" works
--
lacks:
1@@@@@@@@@@@@
for some numerical triggers, for example "supplies = x" , also ">=" doesn't raise problems during load.
Anyway ">=" doesn't work, while "=" means ">=".
maybe others event commands are under-documented (is a pity!!! With events this game flies!!!)
2@@@@@@@@@@@@
in
if for [unit value] someone type "suppression" the scenario will load correctly but when the event fire, the game will crash with a debug error "event command not yet supported".
--
Question:
How can i modify the values of a model without touch the model's file? For example i can modify some values for infantry, but this works only for already produced infantry and not for the current researched model.
So, after the event, if a new inf division is produced, it will have the standard values.
typos:
1@@@@@@@@@@@@
type = free_rare_materials
2@@@@@@@@@@@@
in
Code:
# Land unit bonuses
command = { type = [unit value]
which = [land/division type/brigade type]
value = [additive value modifier]
}
--
lacks:
1@@@@@@@@@@@@
for some numerical triggers, for example "supplies = x" , also ">=" doesn't raise problems during load.
Anyway ">=" doesn't work, while "=" means ">=".
maybe others event commands are under-documented (is a pity!!! With events this game flies!!!)
2@@@@@@@@@@@@
in
Code:
# Land unit bonuses
command = { type = [unit value]
which = [land/division type/brigade type]
value = [additive value modifier]
}
--
Question:
How can i modify the values of a model without touch the model's file? For example i can modify some values for infantry, but this works only for already produced infantry and not for the current researched model.
So, after the event, if a new inf division is produced, it will have the standard values.