RF900's mod to swap units is much easier to use than you might think.granfali wrote:No way for me, Ian told me it was necessary some scripts, so I leave it.GottaLove88s wrote:Good call. How about AT guns? (Ignore this question if you're ok to use RF900's swap code, because a swap with an adjacent infantry/tank can move an AT gun one space)Granfali wrote:
HMG and mortars can move 1 tile
I include a "how to" here, in case you're interested...
I'm guessing you've prepared a single scenario template and will change the required .bam, .bsf, squads.csv for each BG game? Open the Granfali GJS zip, attached below, there will be three files inside.
(1) Copy Swap1.bsf into \YourScenarioName\Data\Battle\Scripts (this is the code that makes "swap" work)
(2) Copy action_swap1.dds into \YourScenarioName\Data\UI\Textures (this is the icon graphic; you might need to create the UI\Textures folders if they don't already exist in your template)
(3) Open your own $default.bsf in \YourScenarioName\Data\Battle\Scripts. Type include "swap1.bsf" at the bottom of that text file and save it. If you don't see a $default.bsf then just copy the one from the zip below directly into \YourScenarioName\Data\Battle\Scripts (it tells BA that you've created a new command called "swap")
(4) Finally, open Text1.txt in \YourScenarioName\Scenarios. Add these three lines to the bottom of that text file and save.
IDS_TT_SWAP,"Swap positions with friendly unit",
IDS_INVALID_TILE,"Cannot swap into that terrain type",
They're the screen messages that pop up before and during a swap move. Don't forget the commas at the end of each line.
Eh voila monsieur... C'est accompli... You now have unit swap for any scenario that uses your template... AT guns gain the ability to move one space by swapping places with an adjacent vehicle or infantry unit... Onto the beaches, gentlemen!