What is the unit's 'jamming point'?

The place to post your WML questions and answers.

Moderators: Forum Moderators, Developers

Forum rules
  • Please use [code] BBCode tags in your posts for embedding WML snippets.
  • To keep your code readable so that others can easily help you, make sure to indent it following our conventions.
Post Reply
User avatar
WhiteWolf
Forum Regular
Posts: 627
Joined: September 22nd, 2009, 7:48 pm
Location: Hungary

What is the unit's 'jamming point'?

Post by WhiteWolf »

Hi,

I recently saw that an [object] can now modify a unit's jamming points.
I wonder what those are :D I couldn't find it neither in [unit_type], nor in [unit].
What is unit jamming, and what is the default value? (I couldn't find that either anywhere).
Author of the Underness Series, consisting of V parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Standalone works: The Ravagers - now for 1.14, with new bugs!

User avatar
zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Re: What is the unit's 'jamming point'?

Post by zookeeper »

Jamming inhibits enemy units' fog/shroud vision.

User avatar
Celtic_Minstrel
Developer
Posts: 1659
Joined: August 3rd, 2012, 11:26 pm
Location: Canada
Contact:

Re: What is the unit's 'jamming point'?

Post by Celtic_Minstrel »

Apparently it was even missing from the place where it should have been documented, which is under movetypes. I've remedied this issue, so in future hopefully people will manage to find it better.
Author of The Black Cross of Aleron campaign and Default++ era.
Maintainer of Steelhive.

User avatar
octalot
Developer
Posts: 483
Joined: July 17th, 2010, 7:40 pm

Re: What is the unit's 'jamming point'?

Post by octalot »

Is there any more detailed documentation on what 'jamming' should do?

There's an elvish outrider with it in the test scenario, but it seems to have no effect. I'm moving him to 5,14, changing him to side 2, triggering the "let there be fog" tile, and then moving another unit to uncover the fog, but his presence doesn't seem to change anything.

User avatar
josteph
Developer
Posts: 741
Joined: August 19th, 2017, 6:58 pm

Re: What is the unit's 'jamming point'?

Post by josteph »

octalot, the Outrider in the test scenario has jamming=0 in :inspect. (This is a known issue, see 0e38e4217900a07a00ca8b239ae4f06a9164b342)

It does work like this, though:

Code: Select all

diff --git a/data/campaigns/An_Orcish_Incursion/scenarios/01_Defend_the_Forest.cfg b/data/campaigns/An_Orcish_Incursion/scenarios/01_Defend_the_Forest.cfg
index f08463ab1ea..b405d3e3542 100644
--- a/data/campaigns/An_Orcish_Incursion/scenarios/01_Defend_the_Forest.cfg
+++ b/data/campaigns/An_Orcish_Incursion/scenarios/01_Defend_the_Forest.cfg
@@ -49,6 +49,7 @@
     # wmllint: validate-off
     [side]
         side=1
+        fog=yes
         controller=human
         {GOLD 200 150 100}
         income=0
@@ -58,6 +59,8 @@
 
         # wmllint: recognize Erlornas
         {CHARACTER_STATS_ERLORNAS}
+        {NOTRAIT_UNIT 1 (Hurricane Drake) 10 10}
+        {NOTRAIT_UNIT 1 (Hurricane Drake) 20 20}
 
         facing=nw
 
@@ -88,7 +91,7 @@
         user_team_name= _ "Orcs"
         {FLAG_VARIANT6 ragged}
 
-        type=Orcish Warrior
+        type=Gryphon Master
         id=Urugha
         name=_ "Urugha"
         canrecruit=yes
diff --git a/data/core/units/gryphons/Gryphon_Master.cfg b/data/core/units/gryphons/Gryphon_Master.cfg
index 0aad4c2c3ba..065d58d8da2 100644
--- a/data/core/units/gryphons/Gryphon_Master.cfg
+++ b/data/core/units/gryphons/Gryphon_Master.cfg
@@ -9,6 +9,7 @@
     movement_type=fly
     movement=10
     experience=100
+    jamming=5
     level=2
     alignment=neutral
     advances_to=null
Attachments
2019-07-18-132941_528x725_scrot.png

Post Reply