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runapp Offline
#1 Posted : Saturday, October 28, 2017 11:43:32 AM(UTC)
runapp
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Joined: 10/28/2017(UTC)
Posts: 1

A brief view:
One script named /Player_1/test:
Code:
*** IF ***
Player 'Player_1' has units in area 'Area 1'.
*** THEN ***
Show Localized String: 'SCRIPT: A05_AUTOSAVE_OBJ1' for 1.00 seconds. //for test
Spawn an instance of Team 'PlyrCivilian/test_team' at Waypoint 'W1'.
Control of Team 'PlyrCivilian/test_team' transfers to Player 'Player_1'
Spawn an instance of Team 'Player_1/test_team2' at Waypoint 'W1'.
Spawn an instance of Team 'Player_1/test_team2' at Object 'boneng'.

Two teams:
Code:
/Player_1/test_team2, consists of one Japan Waveforce Tank.
/PlyrCivilian/test_team1, also consists of one Japan Waveforce Tank.

And of course Area1 and W1.
I placed a Japan Scouting Bot for Player_1, choose Player_1 and start the game. I direct the scout into Area1. The tank in test_team1 did transfer its control to me, but I saw no new tanks.

My goal is to create a map with the mechanism that the player can get a small group of troops repeatablely by directing his unit into one area (ask for reinforcement to HQ).
If I use the "spawn unit" command everything goes fine. But that means I have to create one action for each unit in that reinforcement group, and it also adds huge difficulty to maintenance.

Any suggestions on the problem? I'd be very grateful cause I've spend quite much time on it.

Here's my map file, for complemention to my words (and to my bad English :-( )
File Attachment(s):
test_map.zip (16kb) downloaded 43 time(s).
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