A message will be printed with a list of alive map objects.
If no CSFKey is mentioned (value 0) it will use the default header text Remaining:.
HouseIndex points to any house index of the map. Multiplayer 4475-4482 & 8997 indexes are valid.
If HouseIndex is set -1 then [AIHousesListsIndex] will be used as index of a list of countries in the [AIHousesList] section located in rulesmd.ini. If any map object match the ownership with one of the list it will be counted.
[AITargetTypesIndex] is the index of an entry in the [AITargetTypes] section located in rulesmd.ini. Each alive map object listed here will be counted.
If [AITargetTypesIndex] is negative this value will be evaluated as a positive index in [AITargetTypesIndex] but instead of printing a list of alive map objects and the respective count it will appear as an unique global count of all the alive map objects listed in [AITargetTypes].
MesageDelay is the time (in minutes) of the message displayed. If the value is 0 then the duration of the message will be the default MesageDelay value specified in rulesmd.ini.
Be aware a message can't show more than 6 lines so if [AITargetTypes] contains more than 5 map objects then the first lines won't appear.
No CSF entry so it will show as first line "Remaining: ".
5 is the index of a specific house in the map we want to count its objects.
0 is ignored here because we mentioned previously an unique house.
-39 in this case is the entry 39 of [AITargetTypes] that only contain a SAM Turret defense. Because the value is negative the message won't appear the name of the structure.
30 means the message duration will be half minute.
If tehre are 7 SAM turrets of that house with index "5" then the result would look like "Remaining: 7".
--- Example 2 ---
507,4,0,5,0,39,0,A
No CSF entry so it will show as first line "Remaining: ".
5 is the index of a specific house in the map we want to count its objects.
0 is ignored here because we mentioned previously an unique house.
39 in this case is the entry 39 of [AITargetTypes] that only contain a SAM Turret defense and a Laser defense. Because the value is positive the message will show the name of the map objects.
0 means MesageDelay value will be the default specified in rulesmd.ini.
If there are 7 SAM turrets & 2 Laser defenses of that house with index "5" then the result would look like:
"Remaining:
SAM Turret: 7
Laser Turret: 2"
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CSFKey
is mentioned (value0
) it will use the default header textRemaining:
.HouseIndex
points to any house index of the map. Multiplayer 4475-4482 & 8997 indexes are valid.HouseIndex
is set-1
then[AIHousesListsIndex]
will be used as index of a list of countries in the[AIHousesList]
section located inrulesmd.ini
. If any map object match the ownership with one of the list it will be counted.[AITargetTypesIndex]
is the index of an entry in the[AITargetTypes]
section located inrulesmd.ini
. Each alive map object listed here will be counted.[AITargetTypesIndex]
is negative this value will be evaluated as a positive index in[AITargetTypesIndex]
but instead of printing a list of alive map objects and the respective count it will appear as an unique global count of all the alive map objects listed in[AITargetTypes]
.MesageDelay
is the time (in minutes) of the message displayed. If the value is 0 then the duration of the message will be the defaultMesageDelay
value specified inrulesmd.ini
.[AITargetTypes]
contains more than 5 map objects then the first lines won't appear.In
mycampaign.map
:--- Example 1 --- 507,4,0,5,0,-39,30,A
If tehre are 7 SAM turrets of that house with index "5" then the result would look like "Remaining: 7".
--- Example 2 --- 507,4,0,5,0,39,0,A
MesageDelay
value will be the default specified inrulesmd.ini
.If there are 7 SAM turrets & 2 Laser defenses of that house with index "5" then the result would look like: "Remaining: SAM Turret: 7 Laser Turret: 2"