What's new in The Falklands War: 1982 |
How to Use 'Events' to Unlock Units or Make them VisibleIn Raging Tiger, units can be locked to limit or prevent input to them (for more, click here). This might be used for artillery units that you want the unit to be able to fire but not position, units that you want the player to be able to see but not control for scripting purposes, or reinforcements that you want to appear after the fight begins. Another useful tool is the ability to use 'Events' to unlock units or make them visible in response to triggers. Events are much like the Faction AI Scripts that are used to direct the actions of Enemy and Allied units (In fact, the example we use here could also be done inside a script, with enemy or allied units). The main difference is that Events are global, that is, they can be used to direct enemy, allied, or friendly vehicles and hierarchies. Add an Event to Make Hierarchies Visible:Here we are going to add a timed event to cause an artillery battalion to become visible. This topic assumes that you have already made them invisible, using the steps in 'Lock Units from Input or Make Them Invisible'. These same steps are used to make unlock any hierarchy, using any trigger (time or otherwise), regardless of the type of locking involved (invisible, no input, etc.). In fact, these steps can be used to give any order to any hierarchy during game play. You can even lock or make units visible using 'Events'. These steps will also work in Faction AI Scripts, though they will be specific to the faction (enemy or allied) edited. NOTE: Never give hierarchies or units from different factions the same name. While the names of allied and enemy vehicles and hierarchies will be invisible during game play, duplicate names can cause 'Events' to have unexpected results when given to vehicles or hierarchies with names that are duplicated in other factions.
|