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Issue with scenario "Stand Up" - beta 1121.5

 
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Issue with scenario "Stand Up" - beta 1121.5 - 1/15/2020 5:52:50 PM   
MikeG1

 

Posts: 7
Joined: 3/31/2019
Status: offline
First off I'm really liking the additions to the scenario over the CMANO version (wait theres a sub?), however there appear to be a few bugs.

Loading the scenario gives a few messages about setting up the scenario linked to the lua scripts - debug mode left on?

If playing as UK - none of the intended? neutral units/false contacts appear. I only noticed this when looking in the editor

If playing as Argentina - everything UK and neutral is visible under 'automatic detection'. In the editor individual units do not appear to have autodetect turned on and the side setup awareness etc looks ok.

I've had a look at the lua scripts but I really don't know enough to fix this.

In LuaInit -

setting "in development" to false kills the user prompts but UK is still missing the neutrals and Argentina is still seeing all units

I can crudely edit the firstload scripting enough to get Argentina to work like the UK - no automatic detection but no neutral units. However this isn't really a true fix

This really is very minor and low priority, but I'd like to see what the script is meant to look like to get the scenario to work as intended.
Post #: 1
RE: Issue with scenario "Stand Up" - beta 1121.5 - 1/19/2020 7:05:40 AM   
Rory Noonan

 

Posts: 2816
Joined: 12/18/2014
From: Brooklyn, NY
Status: offline
Hey Mike01,

Sorry this happened, the two-sided scenarios were especially delicate to develop a scripting framework for. As you guessed the prompts were there so I could allow/disallow running of certain elements of code on startup.

Thanks for the detailed report. I'll get this fixed ASAP

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