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how in the editor add a objective ?

 
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how in the editor add a objective ? - 4/30/2020 11:36:55 AM   
thierry2015

 

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hello i would like to put kharkov (4th city of the USSR as a objective)

there have been 4 hard battle for this city

but how in the editor add a objective ?

thank you VERY MUCH

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Post #: 1
RE: how in the editor add a objective ? - 4/30/2020 5:30:47 PM   
PanzerMike


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Do you mean a victory objective, or an objective to direct the AI?

(in reply to thierry2015)
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RE: how in the editor add a objective ? - 5/1/2020 2:42:07 PM   
AlvaroSousa


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A.I. Strat -> Set Both Obj -> Left click location.

to delete hover over the objective and hit delete. It says so in the text under this menu item

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to PanzerMike)
Post #: 3
RE: how in the editor add a objective ? - 5/1/2020 6:58:39 PM   
thierry2015

 

Posts: 27
Joined: 7/28/2017
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victory objective

currently we have for the USSR:
Moscow
leningrad
stalingrad
minsk
kiev

in the editor I see flags everywhere (on all cities !!! ) when i clicking on"A.I. Start and on Set Both Obj)
so I don't understand where we can add a city like victory objective !

Help

Attachment (1)

< Message edited by thierry2015 -- 5/1/2020 7:14:29 PM >

(in reply to AlvaroSousa)
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RE: how in the editor add a objective ? - 5/1/2020 7:24:53 PM   
PanzerMike


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That's why I asked. You mean the victory hexes, not the AI objectives.

Not behind my PC right now, but I thought there is a textfile in the userdata folder that lists the victory objectives.

(in reply to thierry2015)
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RE: how in the editor add a objective ? - 5/1/2020 8:01:53 PM   
thierry2015

 

Posts: 27
Joined: 7/28/2017
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thank you
I found the victory file
with the location of the 56 cities (56 victory objectives) but I added 200,54 (Kharkov) but it doesn't work

see Attachment

do you have to do a manipulation in the editor?

Attachment (1)

< Message edited by thierry2015 -- 5/1/2020 8:07:33 PM >

(in reply to PanzerMike)
Post #: 6
RE: how in the editor add a objective ? - 5/1/2020 8:19:06 PM   
PanzerMike


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Joined: 4/30/2006
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There probably is a load option in the data tab of the Editor that will import the txt files. All txt files that change the game can be loaded there. You just have to figure out which load button does the trick.

After that, save the scenario.

< Message edited by PanzerMike -- 5/1/2020 8:20:25 PM >

(in reply to thierry2015)
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RE: how in the editor add a objective ? - 5/1/2020 9:03:59 PM   
thierry2015

 

Posts: 27
Joined: 7/28/2017
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YESSSSSSSSSSSSSSSS

It is right, thanks a lot

in fact : it is Load All Script (then Victory hexes loaded)

but by loading the scripts I had the message

-eventErrors.txt, -aiSCRIPTErrors.txt

is this normal?

Attachment (1)

< Message edited by thierry2015 -- 5/1/2020 9:04:23 PM >

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RE: how in the editor add a objective ? - 5/4/2020 4:03:48 PM   
AlvaroSousa


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Joined: 7/29/2013
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Oh victory objectives. Yes that is the file loads.

If you have no red text in that popup you generally don't have an issue.

BUT the script importer currently isn't very intelligent so if you leave out a piece of scripting code you might find that the scenario locks up.

For example I had one recently where I forgot to put the 2nd xyArea= for an invasion. It wasn't checked and it passed inspection which caused a scenario to crash. I realized the error.

I slowly fix up the editor over time and eventually will add a catch all for this kind of mistake.
Always triple check all your scripts.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to thierry2015)
Post #: 9
RE: how in the editor add a objective ? - 5/6/2020 10:27:29 AM   
thierry2015

 

Posts: 27
Joined: 7/28/2017
Status: offline
OK

Thanks a lot

(in reply to AlvaroSousa)
Post #: 10
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