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Not a 'glitch'.
Two of the enemies 'map entry points' were intentionally placed half way down the map, on either side to make an additional obstacle for the players during the late game stage.
I made a scar file (that works well with bK mod) with which I disabled, in all doctrines, all howitzers and units with howitzers, all rockets and units with rockets, air raids, firestorm and bombings out of area.
Two unit I can't disable:
1) nebelwerfer produced in the PE logistik companie barrack (schorced hearth doc).
I tried with these commands(together too), but they dont work:
Player_SetSquadProductionAvailability(World_GetPlayerAt(i),SBP.ELITE.NEBELWERFER, ITEM_REMOVED)
Player_SetEntityProductionAvailability(World_GetPlayerAt(i), BP_GetEntityBlueprint("ebps/races/axis_panzer_elite/vehicles/nebelwerfer"), ITEM_REMOVED)
2) the 75 mm m1a1 howitzer which is parachuted or produced in the allies motorpool barrack(airborne doc)
Any idea or solution?
thx
You would need a scar file that that looks a bit like what you see below:
function OnInitID()
for i = 1, World_GetPlayerCount() do
local player = World_GetPlayerAt(i)
--abilities
Player_SetAbilityAvailability(Game_GetLocalPlayer(), ABILITY.COMMANDER_TREE.ALLIES.STRAFE_ROCKET, ITEM_REMOVED)
Player_SetAbilityAvailability(Game_GetLocalPlayer(), ABILITY.COMMANDER_TREE.ALLIES.STRAFE_MG, ITEM_REMOVED)
Player_SetUpgradeAvailability(World_GetPlayerAt(i), UPG.COMMANDER_TREE.AXIS.FIRESTORM, ITEM_REMOVED)
--unit removal
Player_SetSquadProductionAvailability(World_GetPlayerAt(i), SBP.AXIS.NEBELWERFER, ITEM_REMOVED)
end
You can get the names of units and abilities from the luaconsts.txt file
I've also linked a bunch of other SCAR files that might be helpful.
https://drive.google.com/drive/folders/1tQs64qPFTkNE2iy7c9J9fkFGdlML-UA0?usp=sharing
I made a map (playable on Blitzkrieg mod) where I'd like to disable the artillery (in and out-area) and air force bombings of all four factions (allies, allies-commwealth, axis, and axis-pe). Therefore I should develop a related file.scar (looking at the program attrib/files after uploading the bltzkrieg module to corsix mod studio), but i dont know if it works.
When I play this map myself, i just build an mg nest and leave one or two at guns pointing at the entry points.
If you are playing with a mod you need more backup...but you get the idea.