Thanks that worked, i did not put offset in because i wanted to fire it instantly but offset 1 will do i guess.
Offset is mandatory if there's a deathdate. Offset 1 is discouraged and should be used only if there are absolutely not better alternatives. It should be used for as few events as possible.Thanks that worked, i did not put offset in because i wanted to fire it instantly but offset 1 will do i guess.
What do you suggest instead? A higher offset number?Offset is mandatory if there's a deathdate. Offset 1 is discouraged and should be used only if there are absolutely not better alternatives. It should be used for as few events as possible.
In general, yes, higher is better.What do you suggest instead? A higher offset number?
Perhaps this should be useful to you:I have yet another question regarding events:
Lets say i want to remove a light cruiser from the game by event and this event is a trigger for a later event which will use this sacrificed cruiser for conversion into a CVE. I know how to remove a ship with the exact name but i dont know if this ship will survive until the event fires so i want to remove a random light cruiser.
type = remove_division which = [div id type/-1] value = [div id id] # Remove a division from the scenario. -1 is a random division (the value field will be ignored).
type = delete_unit which = [unit id type/-1/-2/-3] value = [unit id id] # -1 is a random land unit -2 random naval unit -3 random air unit (value will be ignored).
Do i have to use one of these and how would i have to rewrite it in order to take a cl? (and can i somehow make sure that an outdated unit is removed?)
I have a question, I know about the command to sleep an event but I think I've seen a command to sleep a whole .txt file, did I dreamed about it or does it exist
Try to go in db/unit/division there you can edit unit model
I get what you're saying but I don't remember and can't find the correct command.
I don't know if there's a faster way, but with most event files the events are listed first. You can just copy your command to sleep the event and then just copy-paste the sleep event command a bunch of times then put the event number down. Bit of a chore, but it's the best I could do for you.I have a question, I know about the command to sleep an event but I think I've seen a command to sleep a whole .txt file, did I dreamed about it or does it exists ?
I have a question too, I'm making my first steps in to graphic modding and i'm tring to modify fort apparence on map. I wanted to add some color to costal fort but whatever color I put it turns orange IG... I don't know where this come from since I used the same color of another graphic fort that works...
I must admit it took me some time to understand your explanation (not that it's not clear but I'm not use to the graphic stuff), I think i get it, I'll give it a try, thank you for the answer !Most likely, you have the fort bitmap in the indexed mode that means the limited palette of colors (to that saved in said palette). Convert to RGB color space via GIMP, Photoshop, or even XnView(MP); just remember that alpha padding [what's going to be translucent in game] in the RGB mode for most bitmaps in the Europa engine is "electric green" [#00ff00 or 0,255,0].
Ah this must mean that you messed up a file or more.Hi all: Just another quick question: I'm working on reviving another mod and I've actually gotten it to start, except for the fact that I get a CTD at Initializing Map.
Can anyone help me with this or at least know what's causing it? Savedebug is no help since all I can get from it is a map problem. The mod I was using as a skeleton (which I KNOW was loading before) uses the E3 Map if that changes anything.