Men of War: Assault Squad 2

Men of War: Assault Squad 2

patrol Dec 25, 2018 @ 9:02am
Asking for some advice for GEM Editor
Hello, I've been playing the game for a while (mostly in editor) and would like to learn some stuff, mainly scripting events, and making enemies invisible unless they're in the FOV of my unit/s, and some other stuff. I can copy most of scripts from singleplayer campaing, but i don't really feel like switching between maps every 5 min to see if everything is correctly copied. So what i'm asking is, do you know of any tutorials that aren't recomended, but very usefull and do you have any tips for a scripting newbie ?
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Tjdagger Dec 25, 2018 @ 1:59pm 
hi patrol
You may find some stuff in here useful....

https://steamcommunity.com/sharedfiles/filedetails/?id=667217484
patrol Dec 26, 2018 @ 1:22am 
Originally posted by Tjdagger:
hi patrol
You may find some stuff in here useful....

https://steamcommunity.com/sharedfiles/filedetails/?id=667217484

Thank you very much for this link, really needed some guidence on some of the subjects presented here.
patrol Dec 26, 2018 @ 8:15am 
If possible, I'd like to ask one more question. I need help with conditions, I tried doing this myself, but seems like I'm messing something up. I want a script to be executed only if there are no other units which would spawn from the script (spawned or alive). I placed "entity" command in conditions, due to lack of "if" command, (or i might just be blind) and proceeded to put all info in.

However i can't figure out what's wrong becouse when i try to test the script it either doesn't work at all ,or ignores conditions and spawns stuff infinitly.

In detail:
I want to make a script which would spawn a tank, directing it to a waypoint (only if there was less than 1 or 2 operational [read; not: blown up,hull destroyed] tanks of the same type and with the same tag at a time). My script breaks and either spawns stuff infinitly or doesn't spawn anything at all. I can make it work fine by removing conditions from script.
Tjdagger Dec 26, 2018 @ 2:24pm 
Hi Patrol,
Basically "conditions" are your set of "if"'s for your block of "commands".
Also there is an "if" command found under "generic"....but that's another topic.

But what you will want to do is have your "entities" condition set to "advanced".

To make your condition advanced, open the drop down "source" menu and select "advanced". Then right click on "selector" and add "group"...

You would then use...

"select" "your_tag"

"include"
"state" "inhabited"
"state" "operable"

"exclude"
"state" " inactive"
"Tag" "destroyed"

count < 2


Note: right click on "select", "include" and "exclude" to show available options.
artisan Dec 26, 2018 @ 8:06pm 
Originally posted by Tjdagger:
hi patrol
You may find some stuff in here useful....

https://steamcommunity.com/sharedfiles/filedetails/?id=667217484

I have a question. The Guide File doesn't have a 'squad' explanation. Can you tell me how to use it?
(Only used in Actor_state / waypoint.)
Squad / Squad_create / Squad_dismiss / Squad__state / Squad_waypoint
Last edited by artisan; Dec 26, 2018 @ 8:08pm
Tjdagger Dec 26, 2018 @ 9:00pm 
Hi Hammer,
The Squad commands simply gives you a scripting option for forming units into squads, just like you would by draging and selecting multiple units in game as a player. You can form the enemy AI into squads to stick togther. It basically adds another layer to the AI. With the squad editor in F3 mod you can assign a few options like min and max distance of spread, set the comander to be ahead etc.
To be honest, I rarely use squads myself. The reason they are not mentioned in the Guid file is because that was always a work in progress, I'd onlty worked on it in my spare time for a few months before I got quite ill back in 2016.
I'd love to do Guidfile style guide for CTA... if I can find the time and sort out a quiet space to make vids. CTA offers a variety of gem editor modifications and improvement which opens a host of creative possibilities.
artisan Dec 27, 2018 @ 2:14am 
Originally posted by Tjdagger:
Hi Hammer,
The Squad commands simply gives you a scripting option for forming units into squads, just like you would by draging and selecting multiple units in game as a player. You can form the enemy AI into squads to stick togther. It basically adds another layer to the AI. With the squad editor in F3 mod you can assign a few options like min and max distance of spread, set the comander to be ahead etc.
To be honest, I rarely use squads myself. The reason they are not mentioned in the Guid file is because that was always a work in progress, I'd onlty worked on it in my spare time for a few months before I got quite ill back in 2016.
I'd love to do Guidfile style guide for CTA... if I can find the time and sort out a quiet space to make vids. CTA offers a variety of gem editor modifications and improvement which opens a host of creative possibilities.

Hi Tjdagger,

Thanks to Squad commands explanation, I could understand it easily.
And I hope you don't get sick. Thanks to you, I learned a lot about the editor.
I also hope you can create CTA GUIDfile. If CTA GUIDfile is complete, novice users like me will have hope.
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Date Posted: Dec 25, 2018 @ 9:02am
Posts: 7