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#1 |
Loader
![]() Join Date: Sep 2003
Posts: 84
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Question: Does anyone have a good way to economically regenerate units that you remove from the map?
Background: What I've done is create a large East China Sea map, and placed (many) start boxes all over it to randomly create civilian ships at the right density for major shipping lanes in that area. These ships move to exit areas at the edge of the map and are removed from play. My problem is regenerating them on the other side of the map. The only way that I can see to do it is to place a new ship for each one that I remove because the scripts that create new ships require that I call a specific object. Any ideas would be appreciated: r/ feld |
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#2 |
Ace of the Deep
![]() Join Date: Nov 2002
Location: No-good Missouri scum
Posts: 1,223
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I haven't looked at the script commands in ages but couldn't you set up a non-showing neutral base on land somewhere and, at a certain time when you want a new ship to be generated, just make it do a call to see if that neutral location is alive as a prerequisite?
I was wandering around the boards here so thought I'd pipe in.
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"When Gary told me he had found Jesus, I thought, Yahoo! We're rich! But it turned out to be something different." - Jack Handey |
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#3 | |
Master of Defense
![]() Join Date: Mar 2000
Posts: 1,502
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#4 |
Loader
![]() Join Date: Sep 2003
Posts: 84
Downloads: 22
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Now why the heck didn't I think of that?
Thanks! |
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