Part 2, from now on MAP.253 ("(S) WWM 0.5 Four Nations" is described. I have added further Houses, Gates, Zones, Marker  and Units. In big empty areas i have drawn with Terrain to achieve a realistic impression and to use not to much Objects. Because the number of Objects and Units is limited.

Left in the West the german Camp, right in East the enemy Russians, in North neutal Americans, in South the allied Italians, in North the industrial area, In West Houses.

Four Nations

Cows added. Party Neutral, Behaviour: "Move randomly in area". Be careful, some are declared Enemy. But they are killed soon.

Train



The Scripts are changed to have better Reinforcements. More Scripts were added. At the Station a Message was required when the empty Station was conquered. At the Camps, Airfield and Locations it is now reversed. They are not empty and an action is required when they are lost. It is the reverse program logic. The Questionmarks dont disturb, the most important is visible with "Language=2", mentioned in the beginning.

Station conquered

Station lost


Only 0 and 1 need to be exchanged.

Camp Conquered

Camp lost

The random construction contains 60 items now. The Titles were made more speaking. Helps to have Overview.

If the small Tower in North is conquered, the Aviation Traffic is stopped

Luft aus

If lost, Aviation is activated with C_51 = 0.

Luft ein

For Aviation a second random construction is inserted.

It begins like before, with the Timers.

sec rand


This time Variable 43 is decreased.

sec


If C_43 less than 1 set it to 20.

sec 2


If one of the Timers elapsed and Aviation is switched on with C_51 = 0 set C_40 to the value of C_43. Note the braces around the elapsed timers. Without them it would not work.

sec 3


Now the first of 20 flights. Plane types are choosed in window "Player".

sec 4

Allied and neutral Units arriving in Player Camp shall be delivered to Player. They must have Groups C0 or H0 like in Script.

Deliver Player

Same Scheme für Neutral and the other Camps.

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