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Gunner98 -> RE: How to simulate mobilization of navy units? (2/26/2014 10:00:58 AM)
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I think Jakob has the answer, but depending on what you want the non-mobilized units to do - you can disable parts of the ship in the editor by going to the Damage control interface, so perhaps you have 3 or 4 versions of the ship, one full up ready to teleport in when you want it as Jakob described. The others in the logical side, Ship 1 - No sensors, no weapons, no engine, Ship 2 (based on a timed event which teleports Ship 1 out to the Pacific and Ship 2 into place) has sensors up, partial engines perhaps, Ship 3 has some basic weapons added and engineering all up. Ship 4 ready to go to war - if it has survived, and you'll need to create an event (not sure on this one) which terminates the teleport(s) if any of the ships become fish feeders along the way. B
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