Ugh. The only way to handle this is via overrides. Using scripts to do this
won't work, since the evaluation sequence is such that scripts like
PreLinks and EntityStart are evaluated AFTER any sort of size bounding has
to be performed. The only way to do this via scripts would be to add
something completely different to the engine that specifically deals with
this situation. I'll put this on the todo list, but it certainly won't make
it into V3.1. For now, the only solution is to use overrides.
-Rob
At 07:23 AM 6/15/2005 -0400, you wrote:
>Within the standard 40K 'game rules' each game squad has a start number of
>members and a maximum number, i.e. slugga boyz in orks start at 10 with a
>max of 30 orks in the squad.
>
>Kill team is a subset of the main 'game rules' where the game squad
>numbers change to 5 to 12 for every squad, so the slugga boyz start at 5
>and have a max of 12 orks in the squad.
>
>The player can then disregard another one of the kill team game rules to
>allow them to have any number of orks in the squad, so the slugga boyz
>would be start at 1 and then upto anything of 20 (-ish).
>
>When the ruleset sc_kill is enabled, all the units need to have the min
>and max changed to be min 5, max 12, however if the user doesn't select
>the ruleset for the standard squad numbers, i.e. kl_mut3, then all the
>units min and max change to be min 1, max 20.
>
>Instead of doing this via an override for each and every unit, if a script
>within entity start that checks for the rulesets and then ammends the min
>and max, i.e
>
>if (tagis[ruleset.sc_kill] =1) then
>
>if (tagis[ruleset.kl_mut3] = 0) then
>
>@min = 1
>@max = 20
>else
>
>@min = 5
>@max = 12
>endif
>
>endif
>
>does that make a bit more sense?
---------------------------------------------------------------------------
Rob Bowes (rob@wolflair.com) (408) 927-9880
Lone Wolf Development
www.wolflair.com