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  • MOVEUNIT Event

    Hey folks,

    Can anyone decifer this type of event? I want to make use of it but never saw any example for it. The one below doesn't work (although no error msg pops up).

    @IF
    TURN
    turn=-1
    @THEN
    MOVEUNIT
    unit=ANYUNIT
    owner=Babylonier
    maprect
    112,44,118,44,118,50,112,50
    moveto
    120,50
    numbertomove=ALL
    @ENDIF

    The four coordinates in line 6 are the edges of some kind of map rectange. Is there a sequence of edges to be followed? I went from lower left to lower right.

  • #2
    In the cheat menu in Civ2, under the event editor there is a help menu for the event. Follow that order.

    Comment


    • #3
      @IF
      TURN
      turn=-1
      @THEN
      MOVEUNIT
      unit=ANYUNIT
      owner=Tribal Barbarians
      maprect
      14,18,36,18,36,30,14,30
      moveto
      10,32
      numbertomove=ALL
      @ENDIF

      The problem might be with the moveto coordinate. Try changing it to another point farther out of the rectangle.

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      • #4
        What is your problem? Does the event file crash or does simply the units not obey the command?

        In the later case, my experience taught me that the moveunits works fine only with units created by events on the same turn (and just before, or in the same event) than the moveunits event! And it stops working as soon as a enemy (or maybe even simply foreign?) unit is encountered.

        Hope this helps...
        Ankh-Morpork, we have an orangutan...
        Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
        POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
        LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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        • #5
          Your're right Cyrion. The hint from Harry did not fix my problem, the test units weren't moved. I don't know about the conditions with event spawned units but this possibilty would not serve my intentions anyways.

          I planned to withdraw troops of Civ A from an occupied territory, so that event created units from Civ B could enter the empty cities (revolt).

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          • #6
            I guessed so...

            It would be good to be able to do something like that, but sadly it's not working well...
            Ankh-Morpork, we have an orangutan...
            Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
            POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
            LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

            Comment


            • #7
              Captain Nemo wrote a tip on using the 'MoveUnit' event. It's available on the Cradle of Civ site, here: http://coc.apolyton.net/guides/index.shtml

              I use a double event to keep units moving. You want to have triggers that repeat automatically and very frequently, so as to 'remind' the units to keep moving. Lots of things can cancel the moveunit order, such as running into a unit from another civ, so repeating the order many times in each turn is vital.

              The first event below triggers the command at the start of each turn, just to get things rolling. The second repeats the command, anytime a unit is killed, anywhere and regardless of who it belongs to, so it's repeated constantly.


              @IF
              TURN
              turn=Every
              @THEN
              MOVEUNIT
              unit=AnyUnit
              owner=Austrians
              maprect
              10,18,46,18,46,54,10,54
              moveto
              38,18
              numbertomove=all
              @ENDIF

              @IF
              UNITKILLED
              Unit=AnyUnit
              Attacker=Anybody
              Defender=Anybody
              @THEN
              MOVEUNIT
              unit=AnyUnit
              owner=Austrians
              maprect
              10,18,46,18,46,54,10,54
              moveto
              38,18
              numbertomove=all
              @ENDIF

              Try to put your destination square outside the 'box' of coordinates, and right next to it. That ensures there is no confusion in the orders to the unit and that it doesn't end a turn somewhere where it isn't getting any orders.


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              Tecumseh's Village, Home of Fine Civilization Scenarios

              www.tecumseh.150m.com

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