Timed inactive units

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Tazak
Posts: 1461
Joined: Sat Sep 03, 2011 11:57 am

Timed inactive units

Post by Tazak »

The ability to set time activation on inactive units to become active rather than just active on contact.

At present you can set units to inactive, they then become active under player/AI control when they are sighted or sight enemy units then remain active for the duration of the scenario.

If they can have a timer (similar to the reinforcement timer) that enables them to become active at a certain time, this could represent the units conforming to some overarching plan even if they are not in contact.

The reverse timer to 'inactive' units can be used to remove forces from the player/AI, the units go inactive in a 'screen' stance unless in contact or go inactive wiping their orders followed by going active ready for new orders (i.e. interrupting orders)

Or can the reinforcement timers be used to remove/apply the inactive flag
AUCTO SPLENDORE RESURGO
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CapnDarwin
Posts: 9254
Joined: Sat Feb 12, 2005 3:34 pm
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RE: Timed inactive units

Post by CapnDarwin »

For timers like this we would really need to get a working scenario events scripting going. This and other things like variable reinforcements, special VP settings, blind VPs, mission events changes (shift in VP or type of mission), or NBC release for both player and AI. Many items sit under that type of banner function. We'll have to see what we can do for 2.1, but I see more and more of this type of functionality getting in as we go.
OTS is looking forward to Southern Storm getting released!

Cap'n Darwin aka Jim Snyder
On Target Simulations LLC
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