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Restricting options or adding types remotely.

  • Thread starter Thread starter brian.a at pacific.net.au
  • Start date Start date
B

brian.a at pacific.net.au

Guest
Hey all, as some of you may know, I'm working on the New IG files and
these doctrines are looking to be a real pain.

I worked out one way to cover most of the doctrines - have a
compulsory unit (command platoon) take an item with 'type:allowXXX',
then give the units access to an option with 'type:hasXXX' and state
using trat that you need at least one unit of type=allowXXX to take
any of type=hasXXX.

The only problem is with the doctrines where you MUST take an option
(eg mechanised).

What i was hoping to find out is if there is a way to either add a
type to a unit from a separate unit, (I do know how to pass types up
and down from parent to child and back (I could in theory make the
entire army a child of one unit, and have all the doctrince options
with utyp:XXX)) or to disable/enable an option from a separate unit.
Either one would make all of these doctrines an absolute breeze.

Thanks,
Brian.


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I am missing the option to have amedic or standard
bearer in HQ at the cost of 5 points... not 10 ?

F

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There's no way for an option to be activated on one unit based on anything
to do with a separate unit. That said, you can force a unit to take an
option using the "must:" attribute, and luckily this attribute has the
#istype qualifier so that you can have it valid only if the specified type
is defined elsewhere in the army roster (any other unit). So you should
try something like this:

must:option=mechanised@min=1-istype=allowMechanised

This attribute will remain inactive until any unit in the roster has the
'allowMechanised' type applied to it, at which point this attribute
becomes active and requires that the unit selects the 'mechanised' option.


Also, if you wanted the unit to be unable to take the mechanised option
unless the allowMechanise type exists in the roster, you could do this:

must:option=mechanised@max=0-istype=!allowMechanised

The mechanised option would always appear available and not greyed-out,
but these tags will determine if the user must check/uncheck. Ideally, AB
could do this automatically, unfortunately there is no way to do so that
I'm aware of.

Mark

--- Brian Adamson <brian.a@pacific.net.au> wrote:
> Hey all, as some of you may know, I'm working on the New IG files and
> these doctrines are looking to be a real pain.
>
> I worked out one way to cover most of the doctrines - have a
> compulsory unit (command platoon) take an item with 'type:allowXXX',
> then give the units access to an option with 'type:hasXXX' and state
> using trat that you need at least one unit of type=allowXXX to take
> any of type=hasXXX.
>
> The only problem is with the doctrines where you MUST take an option
> (eg mechanised).
>
> What i was hoping to find out is if there is a way to either add a
> type to a unit from a separate unit, (I do know how to pass types up
> and down from parent to child and back (I could in theory make the
> entire army a child of one unit, and have all the doctrince options
> with utyp:XXX)) or to disable/enable an option from a separate unit.
> Either one would make all of these doctrines an absolute breeze.
>
> Thanks,
> Brian.
>
>
>
> To unsubscribe from this group, email
>
> armybuilder-unsubscribe@yahoogroups.com
>
> Your use of Yahoo! Groups is subject to
> http://docs.yahoo.com/info/terms/
>
>


=====
WF6 Army Builder File Manager
Direwolf FAQ Council - Army Builder Liaison
-
Warhammer Club - Vancouver, BC
http://www.WCP-Vancouver.com

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At 08:50 AM 9/11/2003, you wrote:

>must:option=mechanised@min=1-istype=allowMechanised

While Mr Green's response was correct, and as good a solution as any, it's
worth noting that AB only allows type names of up to 10 characters. I've
seen some weirdness recently where strange errors were occuring because of
this, so I thought it worth mentioning in case anyone stumbles on it here.


--
Colen McAlister (colen@wolflair.com)
Lone Wolf Development www.wolflair.com


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Brian Adamson writes
>What i was hoping to find out is if there is a way to either add a
>type to a unit from a separate unit, (I do know how to pass types up
>and down from parent to child and back (I could in theory make the
>entire army a child of one unit, and have all the doctrince options
>with utyp:XXX)) or to disable/enable an option from a separate unit.
>Either one would make all of these doctrines an absolute breeze.

You could consider doing it a different way. Bear with me :)

Create an HQ entry Doctrines. Adjust the comp down by one. Give this
entry 5 options. Set a hidden stat to 5 (the number of doctrines
permitted. Use Icmp to compare this stat to delta, this checks haven't
exceeded the permitted number of doctrines. Options are

restricted units
organisation
skills and drills
special weapons
Regiments of renown (or whatever)

Starting with restricted units.
Selecting this option brings up a child unit again with disp:noprint
set. It lists all the restricted units. Checking a unit sets a type such
as allowogryns. It also increases the parent delta stat by +1

Each restricted unit is given the type ogrynrestricted (or whatever).
You can then use trat in the race entry to ensure that a minimum of 1
allowogryns unit is taken for any number of ogryn units. Repeat for all
the restricted units using appropriate types.

This is similar to what you have done using items.

Take organisation next.
Selecting this option brings up a child unit, again set not to print out
on the roster. It has 3 options as per the doctrines. Selecting
mechanised sets type mechanised and increases the parent delta stat by
1. All guard units that could be affected by this use the must attribute
as outlined in another post both to require and prevent chimeras. Units
that normally take a chimera would only have the must take a chimera
requirement whereas those without require both.

Grenadiers would allow you to select an option in stormtroopers that
let's them be counted as troops and sets a specific type. This would
require the use of the must option again as well as the use of trat in
the race attributes and appropriate types to allow up to 3 St's taken as
troops. As they are not allowed to select infiltrate or deep strike
then you would need another test (which would have to distinguish
between St's as troops and those taken as elites).

Drop troops would work in a similar way to mechanised except units
permitted to take this would require a drop troop option that sets an
appropriate type for a must option check as well as a trat check.

Selecting skills and drills would bring up another non-printing child
unit with all the appropriate doctrines as options.

Take Iron discipline. All officers have an option to select this. Trat
checks that this doctrine has been selected if an officer takes this
option or must is used to require the doctrine to be selected. Either
way should work. Repeat for most of the other doctrines

Should be able to work out something similar for the special equipment
bearing in mind restrictions set by some of the other options.

Last but not least would be the regiments option. Selecting this brings
up a list of the regiments. Selecting this would set the counter stat
used to the permitted number of doctrines and auto set all the relevant
options.

Only the main doctrine entry prints out, all of the child units are
invisible due to the use of disp:noprint.

Assuming the theory actually works then the downside would be lots of
trat tests and lots of must option tests :)

As regards the units you could put all of the potential doctrine options
under an option called doctrines. Selecting this would then display
things like chimera, iron discipline etc. for that unit as relevant.
This would reduce the clutter on the units when not required. Thus an
infantry unit would have mechanised, drop troops, die hards jungle
fighters etc.

Probably as clear as mud and I've not really thought it through or tried
it out so it may be a load of cobblers :)

Cheers

--
Versif, Nightgoblin backstabber and all round coward, but nice with it.
Kirkby-in-Ashfield, Nottinghamshire - whaddya mean, Robin Hood wasn't a goblin?

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--- In armybuilder@yahoogroups.com, Versif <petark@n...> wrote:
> Brian Adamson writes
> >What i was hoping to find out is if there is a way to either add a
> >type to a unit from a separate unit, (I do know how to pass types
up
> >and down from parent to child and back (I could in theory make the
> >entire army a child of one unit, and have all the doctrince options
> >with utyp:XXX)) or to disable/enable an option from a separate
unit.
> >Either one would make all of these doctrines an absolute breeze.
>
> You could consider doing it a different way. Bear with me :)
>
> Create an HQ entry Doctrines. Adjust the comp down by one. Give
this
> entry 5 options. Set a hidden stat to 5 (the number of doctrines
> permitted. Use Icmp to compare this stat to delta, this checks
haven't
> exceeded the permitted number of doctrines. Options are
>
> restricted units
> organisation
> skills and drills
> special weapons
> Regiments of renown (or whatever)
>
> Starting with restricted units.
> Selecting this option brings up a child unit again with
disp:noprint
> set. It lists all the restricted units. Checking a unit sets a type
such
> as allowogryns. It also increases the parent delta stat by +1
>
> Each restricted unit is given the type ogrynrestricted (or
whatever).
> You can then use trat in the race entry to ensure that a minimum of
1
> allowogryns unit is taken for any number of ogryn units. Repeat for
all
> the restricted units using appropriate types.
>
> This is similar to what you have done using items.
>
> Take organisation next.
> Selecting this option brings up a child unit, again set not to
print out
> on the roster. It has 3 options as per the doctrines. Selecting
> mechanised sets type mechanised and increases the parent delta stat
by
> 1. All guard units that could be affected by this use the must
attribute
> as outlined in another post both to require and prevent chimeras.
Units
> that normally take a chimera would only have the must take a
chimera
> requirement whereas those without require both.
>
> Grenadiers would allow you to select an option in stormtroopers
that
> let's them be counted as troops and sets a specific type. This
would
> require the use of the must option again as well as the use of trat
in
> the race attributes and appropriate types to allow up to 3 St's
taken as
> troops. As they are not allowed to select infiltrate or deep
strike
> then you would need another test (which would have to distinguish
> between St's as troops and those taken as elites).
>
> Drop troops would work in a similar way to mechanised except units
> permitted to take this would require a drop troop option that sets
an
> appropriate type for a must option check as well as a trat check.
>
> Selecting skills and drills would bring up another non-printing
child
> unit with all the appropriate doctrines as options.
>
> Take Iron discipline. All officers have an option to select this.
Trat
> checks that this doctrine has been selected if an officer takes
this
> option or must is used to require the doctrine to be selected.
Either
> way should work. Repeat for most of the other doctrines
>
> Should be able to work out something similar for the special
equipment
> bearing in mind restrictions set by some of the other options.
>
> Last but not least would be the regiments option. Selecting this
brings
> up a list of the regiments. Selecting this would set the counter
stat
> used to the permitted number of doctrines and auto set all the
relevant
> options.
>
> Only the main doctrine entry prints out, all of the child units are
> invisible due to the use of disp:noprint.
>
> Assuming the theory actually works then the downside would be lots
of
> trat tests and lots of must option tests :)
>
> As regards the units you could put all of the potential doctrine
options
> under an option called doctrines. Selecting this would then display
> things like chimera, iron discipline etc. for that unit as
relevant.
> This would reduce the clutter on the units when not required. Thus
an
> infantry unit would have mechanised, drop troops, die hards jungle
> fighters etc.
>
> Probably as clear as mud and I've not really thought it through or
tried
> it out so it may be a load of cobblers :)
>
> Cheers
>
> --
> Versif, Nightgoblin backstabber and all round coward, but nice with
it.
> Kirkby-in-Ashfield, Nottinghamshire - whaddya mean, Robin Hood
wasn't a goblin?


I started out your way, but soon found (unless I'm missing something)
that a unit must have at lest one model in it for it to be a valid
trigger for reqd tests (as in 'reqd:type=allowOgryns@0u:1u-msg=diBB-
race=di') I assumed its the same for trat tests as well. This is why
I started using items on the command platoon and assigning types to
it. (seeing as it's '1' and not 0-1 or 1+ or anything like that, you
must have one, and the command platoon doesn't have any other items
avaliable to it to confuse matters) Putting the 'coun' attribute on
the command squad gives the command platoon a size that is only
really used for validation purposes, ie making reqd/trat recognise
it, (this is why the heavy weapon platoon suddenly only likes to have
two HW squads on it. (I've thought up a better way to control that,
so don't worry)

Also, this morning i thought up another way to control the 'must
haves'. The compulsory unit can have either type 'AMech' or
type 'NAMech' (Allow and Not-Allow respectively) It defaults to
NAMech. Selecting the mechanised doctrine switches it using 'dtyp'
or 'over' in combination with 'type'.

All the units that must take an option in a particular doctrine can
have either type 'WMech' or type 'WOMech' (with and with out). Again
WOMech is automatically added, and taking a chimera switches it.

Then put in trat:AMech@1u:WMech@1-flat (You must have at least one of
type 'allow mech' to have any 'with mech') and
trat:NAMech@1u:WOMech@1-flat (you must have one of type 'not allow
mech' to take any 'without mech'.

I'm pretty sure that'll fix that up. (We'll see as soon as i
implement it later today)

And I'm putting all the doctrines are in a conflict group of size 5.
(Sure beats raising stats then making a lcmp test for it.)

Thankyou all for your contribution.


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Brian Adamson writes
>I'm pretty sure that'll fix that up. (We'll see as soon as i
>implement it later today)
>
Sounds good.

>And I'm putting all the doctrines are in a conflict group of size 5.
>(Sure beats raising stats then making a lcmp test for it.)
>
But they aren't :) The regiments allow more than the standard 5 to be
taken.

Tanith get 7 for example. Mordian 6 IIRC.

Cheers

--
Versif, Nightgoblin backstabber and all round coward, but nice with it.
Kirkby-in-Ashfield, Nottinghamshire - whaddya mean, Robin Hood wasn't a goblin?

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--- In armybuilder@yahoogroups.com, Versif <petark@n...> wrote:
> Brian Adamson writes
> >I'm pretty sure that'll fix that up. (We'll see as soon as i
> >implement it later today)
> >
> Sounds good.

Pity i ended up lying about it going to get done later that day.

My brother walked in soon after i posted and told me the book i was
reading was overdue and unable to be renewed because it was reserved
by half a dozen people (also meaning that if it went back to the
library I wouldn't see it for at least a vcouple of months) and so
I've spent the last ouple of days just trying to knock that book off.


> And I'm putting all the doctrines are in a conflict group of size
> 5.(Sure beats raising stats then making a lcmp test for it.)
>
>
> But they aren't :) The regiments allow more than the standard 5 to
> be taken.
>
> Tanith get 7 for example. Mordian 6 IIRC.
>

Good point, however i was thinking of having them as separate lists
like they currently are. Also if i do integrate them into the one
file i could put itst:!type=SpecReg or utyp:!SpecReg in all the
doctine choices, then have an option for each regiment that simulates
all the doctrines given to the particular regiment, as well as
type:SpecReg.

Also just one question, hiding an option has no effect on its
currently selection state, so you could click an option that makes a
list of options appear (via the 'show' attribute), select some of
them then close this submenu once more, right?


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Brian Adamson writes

>Also just one question, hiding an option has no effect on its
>currently selection state, so you could click an option that makes a
>list of options appear (via the 'show' attribute), select some of
>them then close this submenu once more, right?

I've not used show in this way so I couldn't vouch for it. Since all it
is doing is making the option visible/invisible it sounds as if it
should work. That said, my experience is that when selecting and
deselecting options introduced by another, deselecting the parent option
removes the child options. These are probably introduced by 'more'. Easy
enough to try out though :)

Cheers

--
Versif, Nightgoblin backstabber and all round coward, but nice with it.
Kirkby-in-Ashfield, Nottinghamshire - whaddya mean, Robin Hood wasn't a goblin?

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