Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

LUA Scenedit_AddUnit vs. Scenedit_SetUnit

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Mods and Scenarios >> LUA Scenedit_AddUnit vs. Scenedit_SetUnit Page: [1]
Login
Message << Older Topic   Newer Topic >>
LUA Scenedit_AddUnit vs. Scenedit_SetUnit - 3/19/2017 10:12:14 PM   
bearhunter007

 

Posts: 23
Joined: 3/11/2017
Status: offline
As I understand it from the commandlua.github.io website you can add a unit and set its base for a new unit. However you can only read the base for a unit with the Scenedit_SetUnit() function.

Is my interpretation of the "NewUnit" vs "Unit" arguments in the respective functions correct?

Thks,

Bearhunter007
Post #: 1
RE: LUA Scenedit_AddUnit vs. Scenedit_SetUnit - 3/20/2017 10:19:40 AM   
michaelm75au


Posts: 13500
Joined: 5/5/2001
From: Melbourne, Australia
Status: offline
You use 'unit = Scenedit_GetUnit()' to read the unit information, and then use 'unit.base' to see it's base.

_____________________________

Michael

(in reply to bearhunter007)
Post #: 2
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Command: Modern Operations series >> Mods and Scenarios >> LUA Scenedit_AddUnit vs. Scenedit_SetUnit Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

0.938