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4rpl:commands:setcelloccupiedcount [2021/09/15 17:53] – moved code Grabz | 4rpl:commands:setcelloccupiedcount [2025/02/14 14:57] (current) – external edit 127.0.0.1 | ||
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Sets the occupied count for a map cell. Extreme caution must be exercised when using this command. Normally units will increase the count for cells they occupy when they land or are created. The units will also decrease the count by 1 whenever they take off or are destroyed. Messing with the count can create ' | Sets the occupied count for a map cell. Extreme caution must be exercised when using this command. Normally units will increase the count for cells they occupy when they land or are created. The units will also decrease the count by 1 whenever they take off or are destroyed. Messing with the count can create ' | ||
- | The effect of SetCellOccupiedCount does not persist between save and loads, as all units rebuild their cell occupied counts whenever the game is loaded and units are rebuilt from the save file. | + | The effect of SetCellOccupiedCount does not persist between save and loads, as all units rebuild their cell occupied counts whenever the game is loaded and units are rebuilt from the save file.\\ |
+ | :WARNING: This also applies to using this API in :Gameloaded and :Awake (when game is also loaded). This API will not function as desired should it be called in :Gameloaded or :Awake (:Awake will work fine when placing units, just not when units are loaded in). This is due to the game rebuilding cell occupy counts latter than :Awake and : | ||
- | If you're trying to make a unit occupy a custom shape rather than the default box shape, refer to [[cw4: | + | If you're trying to make a custom |
===== Examples ===== | ===== Examples ===== |