Parachute units (Full Version)

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josephw -> Parachute units (10/29/2007 2:08:59 AM)

Maybe I've missed something, but I'm having trouble creating Parachute units, specifically I would like to make some sort of Gurka Para unit, but is there a trick to Para units in general, or am I just working too hard and just missed it in instructions somewhere?




m10bob -> RE: Parachute units (10/29/2007 3:35:33 AM)

To the best of my knowledge, you cannot choose the type of unit you create, you get them when historically available.
Only Japanese players have the ability to somewhat alter arrival and types of ships, planes.....




JeffroK -> RE: Parachute units (10/29/2007 3:38:19 AM)

I would assume he is trying to do a mod.

I was upgrading my mod recently and didnt see what tags them as para capable, maybe you have to work back to the section level to find the tag.

PS, I think CHS has a Gurkha Para Bn in its TOE




el cid again -> RE: Parachute units (10/29/2007 7:25:21 AM)

There is a problem - technically - the field that determines the unit is para or not cannot be set by our editors. So you normally just copy a para unit - and they redefine it - letting you have the hidden field. Or you can use WITP Excel - and see the field. In that case - you need to set it to the right value.

The field is in column AE and the para value = 13




Terminus -> RE: Parachute units (10/29/2007 12:13:13 PM)

That last one can be done much more smoothly in EditorX.




JeffroK -> RE: Parachute units (10/29/2007 2:11:00 PM)

Thanks Sid & T




wdolson -> RE: Parachute units (10/30/2007 2:17:27 AM)

quote:

ORIGINAL: Terminus

That last one can be done much more smoothly in EditorX.


The field is called Symbol in EditorX. The instructions at the bottom say "12=Cavalry ans 13=Paratroops

Bill




Terminus -> RE: Parachute units (10/30/2007 2:21:16 AM)

Yup, and the field it changes is the one that Sid references above.




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