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Need to have a single model "count" as two

shaggai

Well-known member
Currently trying to build a squad . It can select a child unit which I would like to show up as a single model, but will show up in the squad (via "is effective") as losing two models from the parent. So if the unit would have a total of ten members, if this child unit is selected the child will show up as one model, but the unit's model count would be reduced to 8.

I have tried to make a hidden unit, but regardless of option states and start visibile under unit options, the unit still seems to show up. I also looked into trying to use the definition file to make an "invisible" unit via statset, but it needs to have at least a single stat.

Could there be an easier way to make this child selection cause the parent to "lose" a model?

Many thanks on any help.
 
In the Other details section on the top right of the editor, does adding model count=2 to the child unit do what you need it to do?
 
Not quite. While it would be used to make sure that the unit's total number of men would remain the same, the parent squad somehow must lose one model in someway. The model count of 2 in the other of the child would be correct since it would be a exact wash with the loss of one model from the parent via the effective.

Here's perhaps a less crypic explanation of what is going on here...

An imperial guard infantry squad (which nominally is 9 models and a sergeant) may take a heavy weapons team. That heavy weapons team is a single model, but represents two models from that squad - so that would purchase line should look like:

Infantry squad (10 "stick man icon") qty7
|> Sergeant qty 1
|> Heavy Weapons Team qty 1

I can easly get everything correct with normal programming to get me a qty of 8 on the infantry squad, but I need to have it lose one additional model. If it does, then the model count in the other of 2 on the child unit (HW team) will have the stick man at the proper value...
 
This is from the help file for effective:
(Optional) Boolean – Whether the model count of this unit should be included in the "effective" model count of any parent unit. This is useful for unit leaders that are added as child units but count towards the model count of the parent for determining unit size constraints. Default: "no".
I don't understand why an effective unit of size 1 with model=2 (which should be model count 2) isn't keeping the maximum unit size of 10 by subtracting 2 models from the squad.

Can you put an eval script on the option that adds the heavy weapon team that subtracts one from entity.count[model]? Or one of the other count[] values?
 
mgehl,

Thanks for posting the answer to my question though. The "entity.count[model] = entity.count[model] - 1" eval script is the equivalent of "modl:-1" from 2.2.

Thanks!
Homer
 
In 2.2 I did this by having the option that adds the 1 model with 2 wounds making the parent unit's min and max sizes 2 less. So 10 becomes 8 or 9 becomes 7. I think you can do this with either scripts or tags and an option on the parent to make the changes with a live statement based on tags.

If the parent unit's ID is foo, what would the minimum and maximum script variables be? I tried foo.minimum and foo.minsize without luck.

Homer
 
Last edited:
Can you put an eval script on the option that adds the heavy weapon team that subtracts one from entity.count[model]? Or one of the other count[] values?

Many thanks, it looks like that was the key to get the infantry squad to "lose" the extra model. And like I expected, the model count of 2 in the HW Team corrects the "stickman" count so that everything works as desired.
 
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