jebs Posted September 14, 2014 Share Posted September 14, 2014 I learned a lesson on using the "Jump to End If" option today.....My scenario has multiple "x variable" enemy forces using multiple "x variable" routes of approach. The first 6 minutes of the scenario has no action, as I want the player to possibly use this time for other things in the future if he so desires. I wanted to cut my testing time down to a minimum, so I altered the embark if conditions on my original Red units, & then I just threw in some Red units for testing closer to the action. These new testing units met at a waypoint on the older Red units route. The new Red units made it to the waypoint by "jump to end if". They would not continue on the route until the original Red units had all advanced past the waypoint. So, I just deleted the new Red units & made the original Red units "jump to end if" to the waypoint. After that, I HAD to put an "embark if" option on the route before they would move. This matches the original way I had the scenario set up, & it worked perfect before.I think the lesson is that it is much better if this is done in scenario planning......unit----->jump to end route--->waypoint----->conditioned route (using embark if mission time or event etc etc)I think it only works flawlessly if the route after the waypoint has some kind of "embark if" condition on it. When the route after the waypoint is unconditioned, it stalls certain units. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 14, 2014 Members Share Posted September 14, 2014 Do the waypoints have any battle position tactics applied other than "None"?When you write "certain units", is there a commonality between some that sets them apart from others? 0 Quote Link to comment Share on other sites More sharing options...
jebs Posted September 14, 2014 Author Share Posted September 14, 2014 None of the waypoints in use, or anywhere on the entire route, have battle positions or anything else....just "none". All of the units have "stay" at their origin spawn point, for orientation only. They leave for their destination with a "jump to end if" mission time > 00:01. I think in my case the newer Red units always stalled.Old Red unit ---> route-->wp-->route-->wp-->route-->wp-->route-->wpNew red units meeting the route at the 2nd, 3rd, or 4th wp will stall & wait untilthe Old red units pass them by. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted September 15, 2014 Members Share Posted September 15, 2014 Can you remove the "Stay" command at their starting locations (once that you have aligned them properly - they will keep their positions) and see if they behave differently?This might be it. 0 Quote Link to comment Share on other sites More sharing options...
jebs Posted September 16, 2014 Author Share Posted September 16, 2014 I might try that much later on when I finish the scenario, just to see what happens. 0 Quote Link to comment Share on other sites More sharing options...
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