I'm currently working on a mod (update to Gone Asiatic) using randomly generated groups and looping paths to make the encounters less predictable. so I have the PDF file open right now. Here's an excerpt;
7.6 Spawning units in response to events
Sometimes it is nice to have units spawn into the mission during the mission as a result of an event that has occurred. For example, perhaps the players are stalking a lone merchant and only when the merchant has been sunk, does the Royal Navy send any ships to help look for the U-boat. Here’s an example of how to do this.
• Place two units with waypoints – let’s say a Small Merchant and a Tribal-Class Destroyer.
• Now go to the “Mission Triggers” menu and add a trigger (for example, call it “Ship Sunk”). Set the Trigger Type to “Unit Destroyed” and the Instance Name to “Small Merchant#1”. Click “Accept”.
• Now go to the “Mission Events” menu and add a new event (for example, call it, “Reinforcements”). Set the Event Type to “Update Instance”, the
Instance Name to “Tribal Class#1” and click on the Spawn checkbox.
• Now add a trigger, by clicking on the “Add Trigger” button and selecting the “Ship Sunk” trigger you just created. Now select “Accept” and save the mission.
Note that the reinforcement unit must not enter the game immediately. So edit its Unit Properties and set its Game Entry date/time to something in the future compared to the mission. So, for example, if the mission date is 15-Sep-1940, set the entry date of the Tribal Class to 15-Oct-1940. The spawn event is just a way of bringing the unit in early.
Note that you cannot spawn in a unit earlier that the earliest game entry date for it. So, you could get a Tribal Class destroyer in 1940, but not a JC Butler class, which didn’t exist until later in the war.
Note also that units will not spawn in within visual range of the U-boat. So ensure that the Tribal Class in the above example starts at least 20 km away from the action. Use way points to bring it close to the U-boat. If you want a fast response, you need to use a fast destroyer and set its initial speed high (and slow it down, once it gets into the area where it is meant to search).
There are lots of ways of spawning new units, depending on the players satisfying events. However note that in multiplayer mission, it only needs one player to trigger an event to spawn the given unit into the game.
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