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AlterCuSubUnit
From AGEWiki
AlterCuSubUnit | |||
Syntax AlterCuSubUnit = <ApplyToList> <;Probability Value> <;Attempts Value> <;Convert NewUID/PrimUpg/SecUpg NewName> <;ChgSeniority Value> <;ChgPtsHealth ValueInHits> <;ChgPtsCohesion ValueInPts> <;ChgXPLevel Value> <;Kill> <;RerollActivation> <;SetFixing Value> <;SetParentGroupFixing Value> <;SetHealthPerc Value> <;SetCohesionPerc Value> <;ChgHealthPerc Value> <;ChgCohesionPerc Value> <;Move Out/In/RgnUID> <;LeaderActive> <;LeaderUnactive> <;SkipAttribs SkipProba Attrib1 Attrib2 ...> <;SkipUnitAttribs SkipProba Attrib1 Attrib2 ...> <;SetParentGroupTrench Value> Description Change the selections in a selection list of SubUnits. The list is often created by SelectSubUnits
Parameters <ApplyToList> Apply following parameters to the entire selected list (unless you are certain that the list will only contain one selection, you will need this parameter to affect multiple SubUnits) <;Probability Value> Test each selected SubUnit by a probability Value:(Integer 1-100) and apply changes only if passing the probability test <;Attempts Value> Apply only to (Value: Integer 1 to 999) items in the list, then stop <;Convert NewUIDAlias/PrimUpg/SecUpg [SELF NewName]> Change selection to the NewUID Model. * If only a Model Alias is given, the selected model will change to the new model * If PrimUpg or SecUpg Parameter is given, the selected model(s) will change to the new model specified in Models DB *If SELF NewName parameter is specified, the existing model will simply be renamed <;ChgSeniority Value> Change the selected leaders Seniority by Value:(Integer -999 to 999) <;ChgPtsHealth ValueInHits> Change the "hits" Health of the unit by Value:(Integer -999 to 999) <;ChgPtsCohesion ValueInPts> Change the Cohesion of the unit by Value:(Integer -999 to 999) <;ChgXPLevel Value> Change the Experience of the unit by Value:(Integer -999 to 999) <;Kill> Remove selected SubUnit completely <;RerollActivation> Make a new leader activation roll <;SetFixing Value> Set the selected SubUnit to be "fixed" ("locked) for Value:(Integer -999 to 999) <;SetParentGroupFixing Value> Set the Group containing the selected SubUnit to be "fixed" ("locked) for Value:(Integer -999 to 999) <;SetHealthPerc Value> Set the Health of the Subunit to a percent Value:(Integer 1 to 100) of it's maximum <;SetCohesionPerc Value> Set the Cohesion of the Subunit to a percent Value:(Integer 1 to 100) of it's maximum <;ChgHealthPerc Value> Change the Health of the Subunit by a percent Value:(Integer -99 to 100) of it's maximum <;ChgCohesionPerc Value> Change the Cohesion of the Subunit by a percent Value:(Integer -99 to 100) of it's maximum <;Move Out/In/RgnUID>'> Move Parent Stack of the SubUnit <In/Out> of a structure in the specified RgnUID -or- <;Move RgnUID> Move the Parent Stack of the SubUnit to the reggion specified by RgnUID (using region Alias) <;LeaderActive> Make the selected Leader Active <;LeaderUnactive> Make the selected Leader InActive <;SkipAttribs SkipProba Attrib1 Attrib2 ...> With a probability SkipProba:(Integer 1-100), Do not apply (Skip) the specified Attributes if the parent stack has a sub-unit having the attribute (example: Do not lower the cohesion of a sub-unit if there is a political Kommissar in the whole stack) <;SkipUnitAttribs SkipProba Attrib1 Attrib2 ...> As above but the test is restricted to the parent unit of the currently selected sub-unit. <;SetParentGroupTrench Value> Set the entrenchment value of the 'parent' Group to be entrenched at the stated value. Note: Available for Game engines dated 121120 or later.
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Parameters
See boxes at lower left for parameters |