Artillery reaction phase

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enric
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1855
Joined: Sun May 15, 2011 8:47 am

Artillery reaction phase

Post by enric »

We have noticed that artillery units don't react during next enemy turn, if moved during his own turn.

For example, you move a Maxim, logically, you can't make fire once moved, but then, the enemy turn starts, and the Maxim doesn't reaction fire at all.

the clue is in FUNCTION CHECK_UNIT_FIREAP or FIREHE
if( ( IsUnitSquadType(me, "Artillery") == 1 ) && ( GetAttrib(me, "moved") != 0 ) )
{
// nothing done here
}

This makes the AT and others guns very unusefull.

It doesn't seems a "by design" decision, or maybe yes, can you give us some light?
pipfromslitherine
Site Admin
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Posts: 9702
Joined: Wed Mar 23, 2005 10:35 pm

Re: Artillery reaction phase

Post by pipfromslitherine »

Absolutely by design. Basically the time to set them back up means they aren't ready for use until your next turn.

Cheers

Pip
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enric
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1855
Joined: Sun May 15, 2011 8:47 am

Re: Artillery reaction phase

Post by enric »

This seems logical for a 88mm, for example, but for a german_mg42 or similar?

Maybe the problem is to consider these MGs as artillery.
pipfromslitherine
Site Admin
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Posts: 9702
Joined: Wed Mar 23, 2005 10:35 pm

Re: Artillery reaction phase

Post by pipfromslitherine »

Not my area, but I would imagine that it assumes that to gain the effectiveness that they get they need to be correctly set up and emplaced. While we don't have a fixed turn length, I think it would be of the order of a few mins or so, so not enough time to break down, move, and then re-emplace even a medium machinegun.

You can of course change it in your campaigns ;)

Cheers

Pip
follow me on Twitter here
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