But thats not enough. There must be something special. So we change the location at the station a little.




Then we need 2 messages.




And with two clever scripts we mark the station as in german hand or not.




Cell C_8 is a flag. Is station conquered it is 1, else 0. We need that so that the message is displayed only once every time the station is conquered. Otherwise it would be displayed again and again forever.






The scripts now look like that.






When saving and testing we see its relatively quite on map. Sudden Strike AI is lazy. If we want something going on we must create it ourself.

For that now our special construction comes. 30 triggers will be switched in random order. In the triggers we could put everything we want. This here is only a demonstration of the method. Can be altered after your ideas.



First we need some further houses, locations and markers according to the game plan. BTW: in SSRW we now have an undo! With alt+control+Z we can undo, and this with over 100 steps! You can use the symbols beneath the disc symbol too.




Now i set some location 33 on places where player will pass. 1 Soldier initially stands on 33, so it is sure it cant stay untouched. We see soon why this is necessary.














Location 33 is used to produce a random value. SSRW has no random function and till now i have no better idea how to create one.






Because C_33 would grow eternally we must limit that.




Then we produce an irregular timer.






If one of the three timers is elapsed our random value goes to the triggervariable.




Be careful with this window. Easy to make mistake. Dont mismatch variable and number. Click on variable.




We can begin to create the 30 triggers which will be executed randomly. "exclude this condition" is replaced by setting C_30 to 0 again in each trigger. That way we can use each trigger as often as we want without continual execution.






Copy the trigger 9 times.






Then alter them.






Nr. 3






Nr. 4






All 10 ready.






Now copy 10 for enemy.






Triggers become altered.






10 enemy triggers ready.






Save again. Rest of triggers i fill with howitzers.






Set in map.






Trigger 21 becomes altered.






Copied 9 times.






Copies become altered.






Better use a system to not become confused. Here i use for location triggernr minus 20.






The last howitzer.






The 30 triggers are ready.




Save again and test. Testing is most time, 90% of development. Because you need to test every possibility if you want to test good. Always keep the last working version as backup. Sometimes it is very hard to find mistakes, then you may want to reach back to your backup.



Now a few tanks.




To show something with the blocked fields. If tanks would drive now, the fence would be destroyed. That would look like some idiot tank drivers.




So i set blocked fields. The red are not changeable




At diagonal touching fields like on the corner infantry can pass. Infantry needs 1 field, vehicles 2.










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