How do I get a flare to follow a unit in the Scenario Editor?

In the second scenario, the “battle for Greece” campaign has to take care of the bandits, ox carts. Bi that a flare follows the ox carts. I have searched in the editor if I can assign “object function” to the permanent flares but obviously the flares are fixed and since the campaign is encrypted, I can’t see how it works.
Any ideas on how to replicate this effect?

Well, I tried all I could but, I could not make it follow/move without data modding. It seems permanently stuck still. Maybe it was modified with data modding? (or some other special/secret code in the campaign?) I could not get it to work so… No clue. Sorry.

Hey!
Have you tried tasking a horse, but changing the horse graphics to the flare graphic?

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That method doesn’t work either :cry:

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What happens? Remember to change the walking graphics too

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The flare object graphic ID is 1751 (Blank) It shows literally nothing sadly.

edit: Well, there may be some creative way to do it but, I recall trying garrisoning a flare inside a unit while testing this. It partially worked but, it did not “follow” the main object. Although, maybe a normal flare would work? since it ends at some point and you could loop it over and over again? Might work…

edit: Oh right… I forgot, the flare does not ungarrison.

edit: Well, it turns out, you can create objects at other objects. So, I added a flare at a horse and it worked. So, it may be possible.

edit: Yep. You can even modify the decay time to 1 second (Modify the Flares “Amount of 1st Resource Storage”) and easily go from there. Totally doable.

edit: Oh come on… It doesn’t follow the horse? Ugh… There has to be a way to do this…

edit: Technical Solution: The only other way I can think of is to “check” where the horse is via triggers and create the flare at that location. (You will have to have manual triggers each location though…) I’d hate to do it that way but, sadly, since it won’t create an object at the horse, it isn’t doable.

edit: Feature Request to Devs: Let us “create and object at another object” (Not garrisoned.)

edit: I wonder if I can use “Train Unit…?” Although, that might crash/break things…

edit: I don’t think it’s doable. I even tried a building. I garrisoned a flare in it, and it does ungarrison but, the flare does not show up… I am honestly at a loss here… I’d say, just go with the technical solution edit I made above.

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It occurred to me that you could quartered one object into another and change its unit from the death unit of the quartered object to the flare, but it didn’t work either

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Hey there.

So I’ve been studying the question.

First, it’s not a Flare, it’s something different. Flare flashed from two different stat, White/Dark and has square shaped ground seleciton when you manage to activate grounds selections.

The thing you’re talking about has round ground selection, and stay “white”. It also let a small white pixel with that ground selection activated, and I’m sure I already sow that behavior while creating one of the new object for map designing added with Chronicles, I’m gonna search which one it was, and when I’ll find it I’ll post another reply with all my ideas on how it can be reproduced.

  • Square is the Flare I spawned
  • Circle behind Ox is what you want to reproduce

You’re close. It is actually a flare (of sorts), but the circle you see is a second invisible cart that follows the first. This cart has a garrison capacity of 1, and every few seconds spawns a garrisoned infantry unit in it with graphics removed, HP reduced by 100 (to instantly die), and dead unit set to the Permanent Flare A ID. This looping trigger also removes all of this flare type currently on the map, so that the newly spawned unit (which you also need to task the cart to ungarrison) will replace the old flare, updating the position as it moves. It’s fairly complex, but doable without anything added specifically for Chronicles.

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Well…I totally was thinking about the garrison method with the instand decay !
I was thinking it was a trade cart invisible, the second one, as it serve to trigger the “some part of the pile saved”.

From what I understood:

  • Ox Cart serv as unit to track movement.
  • Invisible Ox_Wagon serv as tracking where the Cart dies if it dies

Here is how I would set it up, without too much thinking on how dirty my triggers are, so be sure to check and debug them to be sure your scenario won’t crash.

Trigger 000 - Init Ox_Wagon P1 Invisible / Unselectable / Unattackable

  • Modify Attribute: unit ox_wagon (player 1), standing graphic = 1751
  • Modify Attribute: unit ox_wagon (player 1), standing 2 graphic = 1751
  • Modify Attribute: unit ox_wagon (player 1), walk graphic = 1751
  • Modify Attribute: unit ox_wagon (player 1), running graphic = 1751
  • Modify Attribute: unit ox_wagon (player 1), dying graphic = 1751
  • Modify Attribute: unit ox_wagon (player 1), undead graphic = 1751
  • Modify Attribute: unit ox_wagon (player 1), attack graphic = 1751
  • Modify Attribute: unit ox_wagon (player 1), special graphic = 1751
  • Modify Attribute: unit ox_wagon (player 1), movement speed = 3
  • Disable Selection: unit ox_wagon (player 1)
  • Disable Targeting: unit ox_wagon (player 1)

Trigger 002 - Init Bandit P1 Invisible / Unselectable / Unattackable

  • Modify Attribute: unit bandit (player 1), standing graphic = 1751
  • Modify Attribute: unit bandit (player 1), standing 2 graphic = 1751
  • Modify Attribute: unit bandit (player 1), walk graphic = 1751
  • Modify Attribute: unit bandit (player 1), running graphic = 1751
  • Modify Attribute: unit bandit (player 1), dying graphic = 1751
  • Modify Attribute: unit bandit (player 1), undead graphic = 1751
  • Modify Attribute: unit bandit (player 1), attack graphic = 1751
  • Modify Attribute: unit bandit (player 1), special graphic = 1751
  • Modify Attribute: unit bandit (player 1), hit point = 1
  • Disable Selection: unit bandit (player 1)
  • Disable Targeting: unit bandit (player 1)

Trigger 003 - Init Ox_Cart P3 Unselectable

  • Disable Selection: unit ox_cart (player 3)

Trigger 004 - Set Bandit P1 To Flare

  • Modify Attribute: unit bandit (player 1), dead unit = 1689

Trigger 005 - Spawn P3 Ox_CartA

  • Create Object: Ox_Cart (player 3), where you want

Trigger 006 - Spawn P1 Ox_WagonA

  • Create Object: ox_wagon (player 1), one tile behind Ox_CartA spawn location

Trigger 007 - Follow P1 Ox_WagonA

  • Task Object: unit ox_wagon (player 1), from position you spawned, to Ox_WagonA targeting Ox_CartA, “follow”

Trigger 008 - MoveA P3 Ox_CartA

  • Condition - Object in Area: alive ox_cart (player 3), where you spawned it
  • Task Object: location where you spawned cart, target first pathpoint, “move to”
  • Activate Trigger: MoveB P3 Ox_CartA

Trigger 009 - MoveB P3 Ox_CartA

  • Condition - Object in Area: alive ox_cart (player 3), where you set MoveA to go to
  • Task Object: location where MoveA went to ox_cart, target second pathpoint, “move to”
  • Activate Trigger: MoveC P3 Ox_CartA

Trigger 010 - MoveC P3 Ox_CartA

  • Condition - Object in Area: alive ox_cart (player 3), where you set MoveA to go to
  • Task Object: location where MoveA went to ox_cart, target second pathpoint, “move to”
  • Activate Trigger: Reached Goal P3 Ox_CartA

Trigger 011 - Check isAlive P3 Ox_CartA

  • Condition - HP Object: inverted condition, 0
  • Activate Trigger: Apply P3 Dead Ox_CartA

Trigger 012 - Apply P3 Dead Ox_CartA

  • Disable Trigger: Check isAlive P3 Ox_CartA
  • Do what you want as consequence of the cart killed
  • Activate Trigger: CleanDeath P3 Ox_CartA

Trigger 013 - CleanDeath P3 Ox_CartA

  • Disable Trigger: Apply P3 Dead Ox_CartA
  • Remove Object: unit ox_wagon (player 1)

Trigger 014 - LoopA P1 Garrison Ox_Wagon

  • Create Garrisoned Object: unit ox_wagon (player 1), “bandit”

Trigger 015 - LoopB P1 Ungarrison Ox_Wagon

  • Task Object: unit ox_wagon (player 1), “unload”

Trigger 016 - LoopC P1 Kill Bandit

  • Damage Object: unit bandit (player 1), 100

Trigger 017 - LoopD P1 Clean Flare

  • Remove Object: other flare_a (permanent) [player 1]

(Now the more special triggers)

Trigger 018 - Tracking Full

  • Chronometer: 1
  • Activate Trigger: TrackingA Garrison

Trigger 019 - TrackingA Garrison

  • Disable Trigger: Tracking Full
  • Activate Trigger: LoopD P1 Clean Flare
  • Activate Trigger: LoopA P1 Garrison Ox_Wagon
  • Activate Trigger: TrackingB Ungarrison

Trigger 020 - TrackingB Ungarrison

  • Disable Trigger: TrackingA Garrison
  • Activate Trigger: LoopB P1 Ungarrison Ox_Wagon
  • Activate Trigger: Tracking C Kill

Trigger 021 - TrackingC Kill

  • Disable Trigger: TrackingC Ungarrison
  • Activate Trigger: LoopC P1 Kill Bandit
  • Activate Trigger: Tracking Full

Triggers 000 to 004 must be “enable” on start, others must be “disable” on start. I did not use the inate looping system in my example, for you to understand the goal of my way to do it, so that you can learn, reproduce and improve.

Triggers 005 to 013 must be duplicated for every convoi route you plane to have. In Chronicle scenario, there were multiple convoi, so they definitly set multiple trigger-groups.

  • Here I recommand you first learn to do what you aim for with ONE convoi, and then when you master it, try adding more convoi.
    I’d recommand you use different units for each convoi, just change their graphics to the one you want.
  • Why multiple diffrent units ? Simply because it will be way easier for you to determine that convoi A is dead and not the B if they both use a different base unit, so you can grant different result on every convoi secured / lose

Triggers 014 to 017 are meant for the actions you want your loop to do. I separated them from the LoopProcessing so it’s easier to modify what happen during the loop without breaking the loop logic.

Triggers 018 to 021 are for the loop mechanic, you will have to “enable” the trigger “018 - Tracking Full” when you spawn first time your convoi.


When I started to study possibilities in the editor 2 hours ago, garrison was my first idea, a looped timer that garrison, then ungarrison, but I was going to garrison the flare directly. As Conqueror pointed, spawning an invisible regular unit, a real unit, which then spawn the flare on death is a way better method to sapwn your flare.

I assumed you set 3 players in the scenario, player 1 beeing the player, player 2 ennemy, player 3 convoi. The choice of the “bandit” unit is nothing related to the bandit attacking the convoi, it’s just my brain picked the first “unused unit in the editor” as placeholder, feel free to use anything else you want instead of the bandit. Same as the ox_wagon and ox_cart choices, just use whatever unit you wish, it’s placeholder value. (but I recommand using different unit for the convoi and the invisible convoi follower)
You should maybe change player owning of the objects to avoid score manipulation / unintended noise allarm / population usage. I picked player 1 for the bandit and flare in case the flare was only visible to its owner.

Infact, the flare is not “following” the cart, the invisible cart follows the ox one, then flare is “spawned”, and cleaned. This is where the order of process is important:

  • First you create in garrison and clean old flare
  • Second you ungarrison
  • Third you kill
  • Fourth you repeat the loop

I hope my explaination are clear enought so you can do the triggers as you wished it to work.

Final Note: I wrote those trigger without testing if it works, normally it should, but I may have forget something in the process, if so, try to figure out yourself how to deal with it ^^