What is the unit's 'jamming point'?
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What is the unit's 'jamming point'?
Hi,
I recently saw that an [object] can now modify a unit's jamming points.
I wonder what those are 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).
I recently saw that an [object] can now modify a unit's jamming points.
I wonder what those are 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).
Main UMC campaigns: The Ravagers - now for 1.16, with new bugs!
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Re: What is the unit's 'jamming point'?
Jamming inhibits enemy units' fog/shroud vision.
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Re: What is the unit's 'jamming point'?
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.
Re: What is the unit's 'jamming point'?
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.
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.
Re: What is the unit's 'jamming point'?
octalot, the Outrider in the test scenario has
It does work like this, though:
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